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Ritual Magic (a homebrew subsystem) [PEACH]

RITUAL MAGIC

Introduction
This began as an idea for a gish class that could store up buffs given downtime, and then trigger them when needed to rock out on enemies; the idea turned into the Ritual Warrior prestige class. I liked the mechanics of the system so much that I then wrote the Ritual Expert class, generalized the system and wrote some feats, and added the Ritualist base class. Then Garryl came along and liked the system as well. He added a ton of new content (rituals, feats, items) in addition to editing and generally being an awesome guy. So, the Ritual system was born.

Very little of this system is game-breaking, but there's tons of options and flavor, for any character that wants to dip their toes ("trace X ritual" feats) or dive right in (prc's and base classes). Comments, suggestions, and feedback are welcome on everything. I hope you enjoy!

--sirpercival

(Note: everything in this thread was originally conceived and executed here.)

Rules Explanation

What is a Ritual?

A ritual is a magical effect similar to a spell. A character that has learned to "trace" rituals can do so at any time; after tracing, the ritual remains "charged" until the tracer decides to discharge it with an act of will, at which point the ritual takes effect. Discharging a ritual requires a free action (unless otherwise specified) which can only be performed on your turn, but you can take any number of such free actions, up to and including discharging all your charged rituals at once. In this way, a ritual tracer can store up ritual charges until they are needed. A ritual that is not discharged within 24 hours of its charging fades away with no effect. The duration of a ritual's effect depends on the method by which the tracer learned the ritual; see the individual class and feat descriptions for details.

Rituals come in five grades: minor, least, lesser, greater, and advanced. Tracing any ritual requires a diagram to be drawn on a flat, solid surface with a piece of chalk or charcoal; it also requires a drop of the tracer's blood (which deals 1 point of damage), and chanted words (a ritual cannot be traced while under the effect of a silence spell, for example). The length of time it takes to trace a ritual depends on its strength: a minor ritual takes 1 minute, a least ritual takes 5 minutes, a lesser ritual takes 10 minutes, a greater ritual takes 15 minutes, and an advanced ritual takes 30 minutes to trace.

Rituals are supernatural abilities. They cannot be counterspelled and are not subject to Spell Resistance, but they are magical effects and can be dispelled, and are suppressed in an antimagic field or dead magic zone (charged rituals remain charged, but cannot be discharged in such areas).

Charged rituals take different forms for different tracers, depending on how they were taught the arcane formulae. Some ritual tracers imbue the magical energy into concoctions that they imbibe, infusing their bodies with the charges; others draw sigils on their skin with specially prepared inks. Some ritualists have no outward evidence of their charged rituals, instead drawing the charge directly into their essence, where perhaps the augmentation is visible in their aura.

If a character has the ability to have more than one ritual charged at a time, she may charge the same ritual more than once. The number of times a given ritual can be traced per day varies; generally, rituals gained from a ritual class can be traced any number of times per day, while rituals learned from feats can only be traced once per day. A character who learns to trace rituals from feats (instead of class levels) may have only one ritual charged at any time unless they take the Extra Charge feat.

Stacking of Rituals
Like spells and similar effects, the bonuses granted by rituals generally don't stack. In particular, multiple instances of the same ritual do not stack with each other; different strengths of a ritual count as the same ritual for determining if a particular effect stacks.

Re: Ritual Magic (a homebrew subsystem)

List of General Rituals

These rituals are available to every ritual class, and are the only rituals which can be learned via feats.

Minor Rituals:

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Odious Circle, Minor
Creatures within 10 feet of you must make a Fortitude save or be sickened for the duration of the ritual as the horrible stench invades their senses. Creatures immune to poison receive a +4 bonus to their saving throw.

Ritual Boost, Minor
You gain a +2 enhancement bonus to one ability score. Choose the ability score when you trace the ritual.

Ritual Focus, Minor
You gain a +2 competence bonus to attack and damage rolls. Choose to apply this bonus to either melee or ranged when you trace the ritual.

Ritual Save, Minor
You gain a +2 resistance bonus to Fort, Reflex, or Will saves. Choose the type of save when you trace the ritual.

Ritual Sight, Minor
You gain low-light vision for the duration of the ritual.

Ritual Skill, Minor
You gain a +4 competence bonus to skill checks for one skill, and can use that skill untrained. Choose the skill when you trace the ritual.

Ritual Tolerance, Minor
You gain energy resistance 5 against one energy type. Choose the energy type when you trace the ritual. In addition, as long as you have this ritual charged, you gain the benefit of the endure elements spell.

Least Rituals:

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Odious Circle, Least
Creatures within 20 feet of you must make a Fortitude save or be nauseated for 1 round, and then sickened for the duration of the ritual as the horrible stench invades their senses. Creatures immune to poison receive a +4 bonus to their saving throw.

Ritual of Agility, Least
You gain a +4 enhancement bonus to Dexterity.

Ritual of Awakened Senses, Least
You gain blindsight out to 30 feet.

Ritual of Deflection, Least
You gain a +3 deflection bonus to your AC.

Ritual of Endurance, Least
You gain a +4 enhancement bonus to Constitution.

Ritual of Misdirection, Least
You gain a 20% miss chance, as the blur spell.

Ritual of Power, Least
You gain a +1 competence bonus to your caster level for arcane and divine spells (or manifester level for psionic powers). This ritual does not grant a caster or manifester level if you do not have one already.

Ritual of Prowess, Least
You gain a +3 competence bonus to attack and damage rolls.

Ritual of Resurgence, Least
Make another saving throw to reduce or negate the effects of an effect affecting you each round at the end of your turn. On a success, the effect's potency is reduced to what you would suffer if you had succeeded on the save in the first place. This has no effect on effects that you have successfully saved against, effects with remaining durations less than 1 round, or effects that are not removed when their durations end. This ritual ends after 1 successful save has been made this way, regardless of the remaining duration.

Ritual of Size, Least
You increase or decrease by one size category. Your equipment changes size with you, as per the enlarge person or reduce person spell.

Ritual of Speed, Least
You gain a 30 foot enhancement bonus to your base land speed.

Ritual of Strength, Least
You gain a +4 enhancement bonus to Strength.

Ritual of the Mind's Edge, Least
Whenever you succeed on a saving throw against a mind-affecting effect, the effect's source suffers 1d4 points of Intelligence, Wisdom, and Charisma damage.

Lesser Rituals:

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Ritual of Agility, Lesser
You gain a +6 enhancement bonus to Dexterity, and a +2 competence bonus to Reflex saves.

Ritual of Awakened Senses, Lesser
You gain blindsense out to 60 feet.

Ritual of Deflection, Lesser
You gain a +6 deflection bonus to your AC, and use of the Deflect Arrows feat.

Ritual of Endurance, Lesser
You gain a +6 enhancement bonus to Constitution, and a +2 competence bonus to Fortitude saves.

Ritual of Flight, Lesser
You gain a flight speed of 40 feet (good maneuverability), and use of the Wingover feat.

Ritual of Healing, Lesser
You gain fast healing 5, and once per round as a free action you can remove one of the following conditions from yourself: dazed, dazzled, fatigued, shaken, sickened.

Ritual of Misdirection, Lesser
You gain a 50% miss chance, as the displacement spell, and once per round you can treat an opponent as flat-footed for one attack.

Ritual of Power, Lesser
You gain a +2 competence bonus to your caster level for arcane and divine spells (and manifester level for psionic powers), and a +1 to save DCs for all your arcane and divine spells and psionic powers. This ritual does not grant a caster or manifester level if you don't have one already.

Ritual of Prowess, Lesser
You gain a +6 competence bonus to attack and damage rolls, and a +4 competence bonus to critical confirmation rolls.

Ritual of Resurgence, Lesser
Make another saving throw to reduce or negate the effects of an effect affecting you each round at the end of your turn. On a success, the effect's potency is reduced to what you would suffer if you had succeeded on the save in the first place. This has no effect on effects that you have successfully saved against, effects with remaining durations less than 1 round, or effects that are not removed when their durations end. This ritual ends after 2 successful saves have been made this way, regardless of the remaining duration.

Ritual of Size, Lesser
You increase or decrease by two size categories. Your equipment changes size with you, as per the enlarge person or reduce person spell.

Ritual of Speed, Lesser
You gain a 60 foot enhancement bonus to your base land speed, and a +2 competence bonus to initiative checks.

Ritual of Strength, Lesser
You gain a +6 enhancement bonus to Strength, and are treated as one size category larger for the purposes of grapple checks (this bonus stacks with other effects that increase your size).

Ritual of the Blessed Soul, Lesser
You gain immunity to curses, disease, and poison. This does not remove effects to which you are already subject, but does suppress their effects on you for the ritual's duration.

Ritual of the Mind's Edge, Lesser
Whenever you are unwillingly affected or targeted by a mind-affecting effect, the effect's source suffers 1d4+2 points of Intelligence, Wisdom, and Charisma damage.

Greater Rituals:

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Ritual of Agility, Greater
You gain a +8 enhancement bonus to Dexterity, a +4 competence bonus to Reflex saves, and a +2 dodge bonus to Armor Class.

Ritual of Awakened Senses, Greater
You gain touchsight (as the psionic power) out to 120 feet.

Ritual of Deflection, Greater
You gain a +9 deflection bonus to your AC, and use of the Deflect Arrows and Snatch Arrows feats. In addition, you may choose to turn spells that target you, as per the spell turning spell; the effect of this ritual ends when you have turned nine spell levels, regardless of the remaining duration of the ritual.

Ritual of Endurance, Greater
You gain a +8 enhancement bonus to Constitution, a +4 competence bonus to Fortitude saves, and damage reduction 5/-.

Ritual of Flight, Greater
You gain a flight speed of 60 feet (perfect maneuverability), and use of the Flyby Attack and Power Dive feats.

Ritual of Healing, Greater
You gain regeneration 5, and once per round as a free action you can remove one of the following conditions from yourself: blinded, dazed, dazzled, deafened, exhausted, fatigued, frightened, nauseated, shaken, sickened, stunned.

Ritual of Misdirection, Greater
You gain a 75% miss chance, which otherwise functions as the displacement spell; you can treat one opponent per round as flat-footed for all your attacks; and any opponent who misses you due to the miss chance granted by this ritual is stunned for one round.

Ritual of Power, Greater
You gain a +4 competence bonus to your caster level for arcane and divine spells (and manifester level for psionic powers), a +2 to save DCs for all your arcane and divine spells and psionic powers, and a +4 bonus to spell and power penetration rolls. This ritual does not grant a caster or manifester level if you don't have one already.

Ritual of Prowess, Greater
You gain a +9 competence bonus to attack and damage rolls, a +8 competence bonus to critical confirmation rolls, and the critical threat range of any weapon you wield increases by 2 (this stacks with any other effect that increases critical threat range).

Ritual of Resurgence, Greater
Make another saving throw to reduce or negate the effects of an effect affecting you each round at the end of your turn. On a success, the effect's potency is reduced to what you would suffer if you had succeeded on the save in the first place. This has no effect on effects that you have successfully saved against, effects with remaining durations less than 1 round, or effects that are not removed when their durations end. This ritual ends after 3 successful saves have been made this way, regardless of the remaining duration.

Ritual of Size, Greater
You increase or decrease by three size categories. Your equipment changes size with you, as per the enlarge person or reduce person spell.

Ritual of Speed, Greater
You gain a 90 foot enhancement bonus to your base land speed, a +4 competence bonus to initiative checks, and you may make an extra move action per round on your turn.

Ritual of Strength, Greater
You gain a +8 enhancement bonus to Strength, and may use weapons one size category larger than normal at no penalty; in addition, you are treated as two size categories larger for the purposes of grappling (this stacks with other size-increasing effects).

Ritual of the Mind's Edge, Greater
You are immune to mind-affecting effects to which you are not willing. This does not remove effects to which you are already subject, but does suppress their effects on you for the ritual's duration. Additionally, Whenever you are unwillingly affected or targeted by a mind-affecting effect, the effect's source suffers 1d4+2 points of Intelligence, Wisdom, and Charisma damage and 1 point of Intelligence, Wisdom, and Charisma burn.

Re: Ritual Magic (a homebrew subsystem)

Ritualist

Alignment: Any.HD: d8Races: Humans, half-elves, half-orcs, halflings, or any other race that values versatility.Abilities: Intelligence governs how many minor rituals a ritualist can have charged simultaneously, as well as how difficult her rituals are to resist; Constitution is always useful (everyone needs more hit points), and any other ability score can be useful to a ritualist depending on what role she is trying to play.

* At 1st-3rd level, you can have a number of simultaneous minor rituals charged equal to your Intelligence modifier; beginning at 4th level, the number of stronger rituals you can have charged at a time is given by the table.

Weapon and Armor Proficiency: You are proficient with all simple weapons and with one martial weapon of your choice. You are also proficient with light armor and light shields.

Ritual tracing: You gain the ability to trace rituals, which are magical effects similar to a spells. See post #2 for details and rules for ritual tracing. You can trace a ritual at any time, any number of times per day. The duration of your ritual effects is equal to 1 round plus 1 round per Ritualist level, and the tracer level of your rituals is equal to your Ritualist level. The DC to resist the effect of any of your rituals is equal to your 10 + your Intelligence modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.

You begin by knowing every general minor ritual, as well as the minor rituals on your class list, below. You can have a number of minor rituals equal to your Intelligence modifier charged at any one time. At 4th level, you learn how to trace least rituals, and you know every general least ritual, as well as the least rituals on your class list, below. Similarly, at 8th level you learn to trace lesser rituals, at 12th level you learn to trace greater rituals, and at 16th level you learn to trace advanced rituals. Unlike rituals of lower strength, there are no general advanced rituals; the only advanced rituals you know are the ones on your class list, below.

For rituals stronger than minor, you can have a number of them charged at any time as shown on the table above, and you gain bonus charges equal to half your Intelligence modifier, rounded down. When you reach 8th level and gain access to lesser rituals, you cannot trace a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, an 8th-level ritualist with one least ritual and one lesser ritual charged must trace a second least ritual before tracing a second lesser ritual.

At 12th level, when you learn how to trace greater rituals, you cannot trace a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 12th-level ritualist with one each least, lesser, and greater rituals charged could not trace another greater ritual until she had at least one more least and one more lesser ritual charged.

When you reach 16th level and are able to trace advanced rituals, you cannot trace an advanced ritual unless you have at least one more each least ritual, lesser ritual, and greater ritual than advanced rituals already charged. For example, a 16th-level ritualist with one each least, lesser, greater, and advanced rituals charged could not trace another advanced ritual until she traced at least one more least, lesser, and greater ritual each.

Bonus feat: At 2nd, 10th, and 18th level you gain a bonus ritual feat for which you meet the prerequisites.

Share ritual: Upon reaching 3rd level, you've learned how to share your rituals with others. You can choose to trace any ritual you know for someone else; they can discharge the ritual with an act of will as a swift action, and they gain the benefit of the ritual exactly as if you had charged it yourself. However, any ritual you trace for someone else counts against your total number of charged rituals until they discharge it. When you first gain this ability, you can only share minor rituals; at 7th level you learn how to share least rituals, and at 11th, 15th, and 19th level you learn how to share lesser, greater, and advanced rituals, respectively.

Ritual focus: Beginning at 5th level, you learn to focus your mind on a particular ritual and gain its benefits even when it is not charged. Each day, choose one minor ritual you know; for the next 24 hours you continuously gain the benefit of that ritual without tracing it or discharging it. You can change your focused ritual after 8 hours of rest, or after 24 hours have passed, whichever is sooner. If your focused ritual ends for any reason (such as being dispelled, or ending due to the wording of the ritual), it resumes its normal effect after 1d4 minutes. At 10th level, you can focus a least or minor ritual, at 15th level you can focus a lesser, least, or minor ritual, and at 20th level you can focus a greater, lesser, least, or minor ritual. You cannot focus Spell Rituals with this ability.

Rapid tracing: When you reach 9th level, your mastery of rituals has progressed to the point where you can perform the ritual with shorthand. The tracing time of each of your rituals is reduced by 50%.

Adaptive ritual: A ritualist thrives on versatility and being able to meet any challenge. Beginning at 13th level, you may designate any one ritual you can trace as an adaptive ritual. At any time, you may substitute the effect of your adaptive ritual for the effect you would have gotten by discharging another ritual of the same strength. You may choose a new adaptive ritual each time you gain a level in this class.

Lasting ritual: At 14th level, the duration of each of your ritual effects increases to 1 round + 2 rounds per class level.

Potent ritual: Beginning at 17th level, your mastery of rituals is so complete that they are extremely difficult to prevent or suppress. The DC to dispel your ritual effects increases by 5, and once per day you may make a tracer level check to discharge a ritual in an antimagic field (DC 11 + the CL of the field) or dead magic zone (DC 33).

Alternate Class Feature: Blood Magic

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Some ritualists, rather than messing about with the normal arcane incantations and symbols, learn alternative ways of increasing the power of their rituals. These methods are more sinister, and involve augmenting rituals with the most potent of ingredients: blood sacrifice.

Benefit: You gain the blood augment class feature. At 6th level, you've learned how to augment your rituals by using more of your own blood in the casting. When you trace a ritual, you may voluntarily take hit point damage to increase the duration of that ritual. For each die of damage you take, the duration is increased by one round; the size of the die depends on the strength of the ritual (1 pt for minor, d2 for least, d4 for lesser, d6 for greater, and d8 for advanced). You may not reduce or prevent this damage in any way, or the tracing of the ritual is wasted to no effect; nor can you apply this damage to temporary hit points.

Beginning at 9th level, you can reduce the tracing time for a ritual by 10% for each die of damage you take, as above. This reduction stacks with other methods of tracing time reduction (such as the Ritual Shorthand feat), but cannot reduce the tracing time below 10% of the original tracing time.

At 13th level, you gain the ability to increase the potency of your rituals. You may take 2 dice of damage when tracing a ritual (the size of the die determined by the strength of the ritual as above) to increase the DC of any saves required by your ritual by 1.

At 14th level, you can increase the duration of your rituals while they are in effect by using your own blood. As an immediate action, you may take two dice of damage (determined by the strength of the ritual as above) to increase the duration of a ritual that you have discharged and is still in effect by 1 round; you may take as much damage as you like in one action to lengthen a single ritual.

Re: Ritual Magic (a homebrew subsystem)

Circle of Blood, Minor
Whenever a creature within 10 feet of you takes damage, increase that damage by 1. This ritual affects all creatures (including your allies) within range, except you.

Circle of Good Hope, Minor
All allies within 10 feet of you gain the effect of one minor ritual that you discharge in the same action that you discharge this ritual.

Circle of Shards, Minor
A vortex of force needles surrounds you. All creatures within 10 feet of you take 1d3 points of piercing damage per round (Reflex save for half damage). This is a force effect, and thus works normally on incorporeal creatures.

Ritual of Attraction, Minor
Ranged attacks made against targets within 10 feet of you (enemies and allies alike) have a 33% chance to instead be made against you.

Ritual of Bitter Winter, Minor
The air around you in a 10 foot radius emanation becomes bitter cold, dealing 1d4 points of nonlethal cold damage to creatures each round.

Ritual of Blood Summoning, Minor
When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it cannot be prevented or reduced by any means, or paid for with temporary hit points. If you attempt to spend more hit points than your current hit point total + 9, the ritual fails. The summoned creature disappears when the ritual effect ends. 4 hp: A fiendish creature from the "Summon Monster I" list. 6 hp: A Lemure. 8 hp: A Dretch.

Ritual of Independence, Minor
All charm and compulsion effects currently affecting you are suppressed for the duration of this ritual.

Ritual of Intuition, Minor
Once per round, you can choose to gain a +1 insight bonus to a single d20 roll as an immediate action.

Ritual of Motion, Minor
You gain a +10 foot increase to your base land speed.

Ritual of Parity, Minor
You gain a +4 competence bonus on all opposed checks and rolls. This bonus cannot increase your modifier to greater than the highest modifier of all others participating in the opposed check.

Ritual of Persistence, Minor
Choose another ritual currently affecting you of this ritual's grade or lower. That ritual's duration is increased by half of this ritual's duration, and the DC to dispel it is increased by 4 (treat this as an enhancement bonus). This cannot cause a ritual to last longer than twice its normal duration.

Ritual of Recovery, Minor
Each round, you heal 2 points of damage. For every 2 points of lethal damage healed, you suffer 1 point of nonlethal damage. This damage cannot be prevented, and affects you even if you are normally immune to nonlethal damage. This ritual does not heal nonlethal damage.

Ritual of Speech, Minor
You can use message as a spell-like ability at will.

Ritual of Storm, Minor
You emit an aura of high winds and dangerous weather. Winds blow in a 10 foot radius emanation around you. Creatures moving towards you through that area are checked if they fail a Fort save. The wind functions as if it was a 20 MPH wind (moderate wind), but clouds and the like that have been dispersed by it return if you move away from the area.

Ritual of Uneasy Earth, Minor
The ground in a 10 foot radius emanation around you shakes, requiring creatures walking through the area to make a Balance check (DC 10) to do so. In addition, you gain tremorsense out to the same radius.

Sonorous Chant, Minor
You summon a sonorous creature, which must be an animal with a CR no greater than 1 and no more than 3 HD. At the end of the duration the creature dissipates harmlessly.

Vampiric Circle, Minor
You draw lifeforce from creatures nearby into yourself. Every round, any creature within 10 feet of you takes 1 point of negative energy damage; if any creature is affected this way then you gain 1 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.

Zone of Ambivalence, Minor
This ritual affects a 10-foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Any creatures within the area of effect must make a Will save or have an Indifferent attitude towards the other creatures in the Circle, regardless of their original attitude.

Zone of Calm, Minor
This ritual affects a 10 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Any creature within the area must make a Will save each round or be fascinated for 1d4+1 rounds. Any obvious threats allow for additional saving throws against the effect or immediately end the condition, as normal for the fascinated condition.

Zone of Light, Minor
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are dazzled while they remain within the area (no save). This is the equivalent of a 1st level Light effect for the purpose of interacting with Darkness effects.

Least Rituals:

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Circle of Blood, Least
Whenever a creature within 20 feet of you takes hit point damage, increase that damage by 1d4. This ritual affects all creatures (including your allies) within range, except you.

Circle of Despair, Least
Whenever you suffer a penalty, all other creatures within a 30 radius emanation must make a Will save or also suffer that penalty for as long as you have it and they remain in the emanation.

Circle of Good Hope, Least
All allies within 20 feet of you gain the effect of one least ritual that you discharge in the same action that you discharge this ritual. You cannot share Spell Rituals with this ritual.

Circle of Shards, Least
A vortex of force needles surrounds you. All creatures within 20 feet of you take 1d6 points of piercing damage per round (Reflex save for half damage). This is a force effect, and thus works normally on incorporeal creatures.

Crawling Ritual, Least
Choose a minor ritual you currently have charged to discharge in the same action as this ritual. You create a minor crawling glyph associated with that ritual, under your control, for the duration of this ritual.

Ritual of Bitter Winter, Least
The air around you in a 20 foot radius emanation becomes bitter cold, dealing 1d4 points of nonlethal cold damage to creatures each round. Living creatures that take damage from this ritual must make a Fort save or be fatigued for 1 round.

Ritual of Blood Summoning, Least
When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it cannot be prevented or reduced by any means, or paid for with temporary hit points. If you attempt to spend more hit points than your current hit point total + 9, the ritual fails. The summoned creature disappears when the duration of the ritual effect ends. 12 hp: An Imp or a Quasit. 22 hp: A Bearded Devil.

Ritual of Motion, Least
You gain a climb, swim, or burrow speed of 15 feet. Choose which movement mode you gain when you trace the ritual.

Ritual of Persistence, Least
Choose another ritual currently affecting you of this ritual's grade or lower. That ritual's duration is increased by half of this ritual's duration, and the DC to dispel it is increased by 4 (treat this as an enhancement bonus). This cannot cause a ritual to last longer than twice its normal duration.

Ritual of Resistance, Least
You gain a +2 resistance bonus to saving throws.

Ritual of Speech, Least
You can use comprehend languages and message as spell-like abilities at will.

Ritual of Storm, Least
You emit an aura of high winds and dangerous weather. Winds blow in a 20 foot radius emanation around you. Creatures moving towards you through that area are checked if they fail a Fort save, and Tiny or smaller creatures that fail their save are knocked prone.. The wind functions as if it was a 30 MPH wind (strong wind), applying a -2 penalty to ranged attacks and Listen checks, but clouds and the like that have been dispersed by it return if you move away from the area. You suffer no penalty from the winds caused by this ritual.

Ritual of Uneasy Earth, Least
The ground in a 20 foot radius emanation around you shakes, requiring creatures walking through the area to make a Balance check (DC 15) to do so. In addition, you gain tremorsense out to the same radius, and are not impeded by difficult terrain.

Sonorous Chant, Least
You summon a sonorous creature, which must be an animal with a CR no greater than 1 and no more than 3 HD. At the end of the duration the creature dissipates harmlessly.

Spell Ritual, Least
This ritual duplicates the effect of one spell from any school, of 1st level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses of Least Spell Ritual

Time Vortex, Least
You may take a single extra swift action on your turn. After you do so, this ritual effect ends regardless of the remaining duration.

Vampiric Circle, Least
You draw lifeforce from creatures nearby into yourself. Every round, any creature within 20 feet of you takes 1d6 points of negative energy damage; if any creature is affected this way then you gain 2 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.

Zone of Clarity, Least
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Charm and Compulsion effects are suppressed within the area but return when outside it (and when the effect ends).

Zone of Cowardice, Least
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are shaken while they remain within the area (no save) and must make a Will save each round or instead become frightened for 1d4 rounds. This is a mind-affecting fear effect that does not stack with other fear effects.

Zone of Fortification, Least
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are immune to critical hits and gain hardness 10.

Zone of the Unseen, Least
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Everything inside the area is invisible to viewers outside the area, and viewers inside the area cannot see outside the area. True seeing nullifies this effect.

Lesser Rituals:

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Circle of Blood, Lesser
Whenever a creature within 30 feet of you takes hit point damage, increase that damage by 3d4. This ritual affects all creatures (including your allies) within range, except you.

Circle of Good Hope, Lesser
All allies within 30 feet of you gain the effect of one lesser ritual that you discharge in the same action that you discharge this ritual, as well as a +1 morale bonus to attack rolls, saves, and skill checks. You cannot share Spell Rituals with this ritual.

Circle of Shards, Lesser
A vortex of force needles surrounds you. All creatures within 30 feet of you take 2d6 points of piercing damage per round (Reflex save for half damage); in addition, anyone who fails their Reflex save must make a Fort save at the same DC or be blinded for 1 round. This is a force effect, and thus works normally on incorporeal creatures.

Circle of Torment, Lesser
Whenever you gain a condition, all other creatures within a 30 radius emanation must make a Will save or also gain that condition for as long as you have it and they remain in the emanation.

Crawling Ritual, Lesser
Choose a least ritual you currently have charged to discharge in the same action as this ritual. You create a least crawling glyph associated with that ritual, under your control, for the duration of this ritual.

Null Zone, Lesser
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area must make a caster level check (DC 19) to cast spells or use spell-like abilities; if they fail the check, the spell does not function but is still lost as a prepared spell or spell slot (or SLA daily use). If the check succeeds, the spell functions normally.

Ritual of Bitter Winter, Lesser
The air around you in a 30 foot radius emanation becomes bitter cold, dealing 2d6 points of cold damage to creatures each round. Living creatures that take damage from this ritual must make a Fort save or be fatigued for 1 round. In addition, snow falls in the area, imposing a -2 penalty on Spot, Search, and Listen checks, and ranged attacks. Any space that is within the area of this ritual for 3 consecutive rounds becomes snow-covered (costing 2 squares of movement to enter) until 3 rounds after it is no longer within the area. You are not impeded by snow.

Ritual of Blood Summoning, Lesser
When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it cannot be prevented or reduced by any means, or paid for with temporary hit points. If you attempt to spend more hit points than your current hit point total + 9, the ritual fails. The summoned creature disappears when the duration of the ritual effect ends. 27 hp: A Chain Devil or a Succubus. 35 hp: A Blood Elemental or a Hellcat. 43 hp: An Erinyes.

Ritual of Motion, Lesser
You gain a climb, swim, or burrow speed of 30 feet, and you can use freedom of movement at will, targeting only yourself, as a spell-like ability. Choose which movement mode you gain when you trace this ritual.

Ritual of Persistence, Lesser
Choose another ritual currently affecting you of this ritual's grade or lower. That ritual's duration is increased by half of this ritual's duration, and the DC to dispel it is increased by 4 (treat this as an enhancement bonus). This cannot cause a ritual to last longer than twice its normal duration.

Ritual of Resistance, Lesser
You gain a +4 resistance bonus to saving throws, and you do not automatically fail saving throws on a roll of 1.

Ritual of Speech, Lesser
You can use comprehend languages, message, sending, and tongues (only targeting yourself) as spell-like abilities at will.

Ritual of Storm, Lesser
You emit an aura of high winds and dangerous weather. Winds blow in a 30 foot radius emanation around you. Creatures moving towards you through that area are checked if they fail a Fort save, Small creatures that fail their save are knocked prone, and Tiny or smaller creatures are blown away. The wind functions as if it was a 50 MPH wind (severe wind), applying a -4 penalty to ranged attacks and Listen checks, and clouds and the like that have been dispersed by it remain dispersed as normal if you move away. You suffer no penalty from the winds caused by this ritual, but instead gain a fly speed of 30 feet (clumsy).

Ritual of Uneasy Earth, Lesser
The ground in a 30 foot radius emanation around you shakes, requiring creatures walking through the area to make a Balance check (DC 20) to do so. In addition, you gain tremorsense out to the same radius, are not impeded by difficult terrain, and gain a burrow speed of 10 feet. Creatures that begin their turn in the area must make a Reflex save or fall prone.

Ritual of Versatility, Lesser
This ritual duplicates the effect of a least ritual from any other class's ritual list. Choose the ritual to be duplicated when you trace this ritual.

Sonorous Chant, Lesser
You summon a sonorous creature, which must be an animal with a CR no greater than 1 and no more than 3 HD. At the end of the duration the creature dissipates harmlessly.

Spell Ritual, Lesser
This ritual duplicates the effect of one spell from any school, of 3rd level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses of Lesser Spell Ritual

Time Vortex, Lesser
You may take a single extra swift or move action on your turn. You may take no more than one of each; after you do so, this ritual effect ends regardless of the remaining duration.

Vampiric Circle, Lesser
You draw lifeforce from creatures nearby into yourself. Every round, any creature within 30 feet of you takes 1d8 points of negative energy damage and 1 point of Strength, Dexterity, or Constitution damage (your choice when you trace the ritual; Fort save to negate the ability damage). If any creature is affected this way then you gain 5 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.

Zone of Alacrity, Lesser
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area suffer the effects of a haste spell as long as they remain in the area (no save).

Zone of Animation, Lesser
This ritual affects a 50-foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Each round, a corpse chosen at random within the area animates as a skeleton or a zombie, similar to the effects of an animate dead spell. If there are no corpses available, a skeleton or zombie is instead summoned into the area, as though with the summon undead II spell. Undead created or summoned by this ritual will not attack you, your allies, or other targets you designate, but are not otherwise under your control. These undead remain only as long as the ritual lasts and only while they remain within its area (they are not aware of the area boundary).

Zone of Lethargy, Lesser
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area suffer the effects of a slow spell as long as they remain in the area (no save).

Zone of Radiance, Lesser
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are blinded while they remain within the area (no save). This is the equivalent of a 3rd level Light effect for the purpose of interacting with Darkness effects.

Re: Ritual Magic (a homebrew subsystem)

Ritualist Class Ritual List (Part II)

Greater Rituals:

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Circle of Agony, Greater
Whenever you would take hit point damage, you instead take half as much damage (rounded up), and the rest is divided evenly among all creatures within a 30 foot radius emanation. You choose which such creatures suffer any remaining damage if it cannot be evenly divided. This ritual protects you from taking damage from a Circle of Agony discharged by any other creature.

Circle of Blood, Greater
Whenever a creature within 50 feet of you takes hit point damage, increase that damage by 6d4, and the following round they take 1d6 damage of the same type (a single creature can only take 2d6 total damage of a given type the following round). This ritual affects all creatures (including your allies) within range, except you.

Circle of Chaos, Greater
Each round, each creature within a 30 foot radius emanation (centered on you) must make a Will save or become confused for 1 round. This affects all creatures in the area other than you, including your allies.

Circle of Good Hope, Greater
All allies within 50 feet of you gain the effect of one greater ritual that you discharge in the same action that you discharge this ritual, as well as a +3 morale bonus to attack rolls, saves, and skill checks. You cannot share Spell Rituals with this ritual.

Circle of Shards, Greater
A vortex of force needles surrounds you. All creatures within 50 feet of you take 5d6 points of piercing damage per round (Reflex save for half damage); in addition, anyone who fails their Reflex save must make a Fort save or be blinded for the remaining duration of the ritual effect. This is a force effect, and thus works normally on incorporeal creatures.

Crawling Ritual, Greater
Choose a lesser ritual you currently have charged to discharge in the same action as this ritual. You create a lesser crawling glyph associated with that ritual, under your control, for the duration of this ritual.

Null Zone, Greater
This ritual affects a 30 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area must make a caster level check (DC 23) to cast a spell or use a spell-like ability; if they fail the check, the spell does not function but is still lost as a prepared spell or spell slot (or SLA daily use). If the check succeeds, the spell functions normally, but with a -3 penalty to CL.

Ritual of Bitter Winter, Greater
The air around you in a 50 foot radius emanation becomes bitter cold, dealing 3d6 points of cold damage and 1d6 points of negative energy to creatures each round. Living creatures that take damage from this ritual must make a Fort save or be exhausted for 1 round. In addition, heavy snow falls in the area, imposing a -2 penalty on Spot, Search, and Listen checks, and ranged attacks. All sight, including darkvision, is reduced to a range of 5 feet, and creatures 5 feet away have concealment. Any space that is within the area of this ritual for 3 consecutive rounds becomes snow-covered (costing 4 squares of movement to enter) until 3 rounds after it is no longer within the area. You are not impeded by snow.

Ritual of Blood Summoning, Greater
When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it cannot be prevented or reduced by any means, or paid for with temporary hit points. If you attempt to spend more hit points than your current hit point total + 9, the ritual fails. The summoned creature disappears when the duration of the ritual effect ends. 50 hp: A Bone Devil or a Vrock. 60 hp: A Barbed Devil or a Retriever.

Ritual of Emptiness, Greater
You gain the Void subtype. You are made of the same empty space that comprises the Void, and normal creatures (that is, creatures without the void subtype) cannot see you unless you make your presence known, either by an act of will (a free action) or by attacking. You have total concealment (50% miss chance) unless you reveal yourself. You are not revealed by see invisibility or invisibility purge, blindsight, or blindsense, but you are revealed by true seeing. Members of the void disciple class can see you with no penalty. Once you reveal yourself, you remain visible until you use a free action to conceal yourself again.

Ritual of Motion, Greater
You gain climb, swim, and burrow speeds of 60 feet, and you can use dimension door, freedom of movement (targeting only yourself), and tree stride as spell-like abilities at will.

Ritual of Persistence, Greater
Choose another ritual currently affecting you of this ritual's strength or lower. That ritual's duration is increased by half of this ritual's duration, and the DC to dispel it is increased by 4 (treat this as an enhancement bonus). This cannot cause a ritual to last longer than twice its normal duration.

Ritual of Resistance, Greater
You gain a +6 resistance bonus to saving throws, you do not automatically fail saving throws on a roll of 1, and once per round you may roll twice for a saving throw and choose the better result.

Ritual of Speech, Greater
You can use comprehend languages, message, sending, and tongues (only targeting yourself) as spell-like abilities at will; in addition, you gain telepathy at a range of 100 feet.

Ritual of Storm, Greater
You emit an aura of high winds and dangerous weather. Winds blow in a 50 foot radius emanation around you. Creatures moving towards you through that area are checked if they fail a Fort save, Medium creatures that fail their save are knocked prone, and Small or smaller creatures are blown away. The wind functions as if it was a 70 MPH wind (windstorm), applying a -8 penalty to Listen checks, and making ranged attacks impossible (even attacks with siege weapons suffer a -4 penalty). Clouds and the like that have been dispersed by it remain dispersed as normal if you move away. You gain a fly speed of 40 feet (poor), and you suffer no ill effects from wind and weather of any kind (including that produced by this ritual).

Ritual of Uneasy Earth, Greater
The ground in a 50 foot radius emanation around you shakes, requiring creatures walking through the area to make a Balance check (DC 25) to do so. In addition, you gain tremorsense out to the same radius, are not impeded by difficult terrain, and gain a burrow speed of 20 feet. Creatures that begin their turn in the area must make a Reflex save or fall prone. The churning earth deals 3d6 points of damage each round to land-bound enemies (no save).

Ritual of Versatility, Greater
This ritual duplicates the effect of a lesser ritual from any other class's ritual list. Choose the ritual to be duplicated when you trace this ritual.

Sonorous Chant, Greater
You summon a sonorous creature, which must be an animal with a CR no greater than 1 and no more than 3 HD. At the end of the duration the creature dissipates harmlessly.

Spell Ritual, Greater
This ritual duplicates the effect of one spell from any school, of 5th level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid Uses of Greater Spell Ritual

Time Vortex, Greater
You may take a single extra swift, move, or standard action on your turn. You may take no more than one of each; after you do so, this ritual effect ends regardless of the remaining duration.

Vampiric Circle, Greater
You draw lifeforce from creatures nearby into yourself. Every round, any creature within 50 feet of you takes 3d8 points of negative energy damage and 1 point each of Strength, Dexterity, and Constitution damage (Fort save to negate the ability damage); you gain 3 temporary hit points for each creature affected this way. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.

Zone of Animation, Greater
This ritual affects a 50-foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Each round, two corpses chosen at random within the area animate as skeletons or zombies, similar to the effects of an animate dead spell. If there are no corpses available, an allip or ghast is instead summoned into the area, as though with the summon undead IV spell. Undead created or summoned by this ritual will not attack you, your allies, or other targets you designate, but are not otherwise under your control. These undead remain only as long as the ritual lasts and only while they remain within its area (they are not aware of the area boundary).

Zone of Imprisonment, Greater
This ritual affects a 30 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area must succeed on a Will save each time they try to leave it by any means, including teleportation or planar ravel. On a failed save, they cannot move out of its area, and effects that would remove them from its area fail to do so.

Advanced Rituals:

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Circle of Blood, Advanced
Whenever a creature within 75 feet of you takes hit point damage, increase that damage by 12d4, and the following round they take 2d6 damage of the same type (a single creature can only take 6d6 total damage of a given type the following round). This ritual affects all creatures (including your allies) within range, except you.

Circle of Good Hope, Advanced
All allies within 75 feet of you gain the effect of one advanced ritual that you discharge in the same action that you discharge this ritual, as well as a +5 morale bonus to attack rolls, saves, and skill checks. You cannot share Spell Rituals with this ritual.

Circle of Shards, Advanced
A vortex of force needles surrounds you. All creatures within 75 feet of you take 10d6 points of piercing damage per round (Reflex save for half damage); in addition, anyone who fails their Reflex save must make a Fort save at the same DC or be blinded permanently. This is a force effect, and thus works normally on incorporeal creatures.

Crawling Ritual, Advanced
Choose a greater ritual you currently have charged to discharge in the same action as this ritual. You create a greater crawling glyph associated with that ritual, under your control, for the duration of this ritual.

Null Zone, Advanced
This ritual affects a 50 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. The zone is affected as if by an antimagic field spell.

Ritual of Bitter Winter, Advanced
The air around you in a 75 foot radius emanation becomes bitter cold, dealing 6d6 points of cold damage and 2d6 points of negative energy to creatures each round. Living creatures that take damage from this ritual must make a Fort save or be exhausted for 1 round, and creatures that fail their Fort save must also make a Will save at the same DC or gain a negative level. In addition, heavy snow falls in the area, imposing a -2 penalty on Spot, Search, and Listen checks, and ranged attacks. All sight, including darkvision, is reduced to a range of 5 feet, and creatures 5 feet away have concealment. Any space that is within the area of this ritual for 3 consecutive rounds becomes snow-covered (costing 4 squares of movement to enter) until 3 rounds after it is no longer within the area. You are not impeded by snow.

Ritual of Blood Summoning, Advanced
When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it cannot be prevented or reduced by any means, or paid for with temporary hit points. If you attempt to spend more hit points than your current hit point total + 9, the ritual fails. The summoned creature disappears when the duration of the ritual effect ends. 100 hp: An Ice Devil or a Nalfeshnee. 150 hp: A Marilith or a Horned Devil. Your maximum hp plus 9 (minimum 200 hp): A Balor or a Pit Fiend.

Ritual of Emptiness, Advanced
You gain the Void subtype as in the greater version, and you are continually under the effect of the mind blank spell.

Ritual of Motion, Advanced
You gain climb, swim, and burrow speeds of 60 feet, and you can use dimension door, freedom of movement (targeting only yourself), master earth, shadow walk, and tree stride as spell-like abilities at will.

Ritual of Persistence, Advanced
Choose another ritual currently affecting you of this ritual's grade or lower. That ritual's duration is increased by half of this ritual's duration, and the DC to dispel it is increased by 4 (treat this as an enhancement bonus). This cannot cause a ritual to last longer than twice its normal duration.

Ritual of Storm, Advanced
You emit an aura of high winds and dangerous weather. Winds blow in a 75 foot radius emanation around you. Creatures moving towards you through that area are checked if they fail a Fort save, Large creatures that fail their save are knocked prone, and Medium or smaller creatures are blown away. The wind functions as if it was a 100 MPH wind (hurricane), making ranged attacks and Listen checks impossible (even attacks with siege weapons suffer a -8 penalty). A lightning storm strikes the area, dealing 3d6 points of electricity damage per round to creatures in the area (no save). Clouds and the like that have been dispersed by it remain dispersed as normal if you move away. You gain a fly speed of 60 feet (average), and you suffer no ill effects from wind and weather of any kind (including that produced by this ritual).

Ritual of Uneasy Earth, Advanced
The ground in a 75 foot radius emanation around you shakes, requiring creatures walking through the area to make a Balance check (DC 30) to do so. In addition, you gain tremorsense out to the same radius, are not impeded by difficult terrain, and gain a burrow speed of 30 feet. Creatures that begin their turn in the area must make a Reflex save or fall prone. The churning earth deals 3d6 points of damage each round to land-bound enemies (no save). Creatures that fall prone on the ground in the area must make a Fort save or be partially swallowed by the earth, pinning them for 1 round (as though grappled and pinned).

Ritual of Versatility, Advanced
This ritual duplicates the effect of a greater ritual from any other class's ritual list. Choose the ritual to be duplicated when you trace this ritual.

Sonorous Chant, Advanced
You summon a sonorous creature, which must be an animal with a CR no greater than 1 and no more than 3 HD. At the end of the duration the creature dissipates harmlessly.

Spell Ritual, Advanced
This ritual duplicates the effect of one spell from any school, of 7th level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid Uses of Advanced Spell Ritual

Time Vortex, Advanced
You may take a single extra swift, move, standard, or full-round action on your turn. You may take no more than one of each; after you do so, this ritual effect ends regardless of the remaining duration.

Vampiric Circle, Advanced
You draw lifeforce from creatures nearby into yourself. Every round, any creature within 75 feet of you takes 6d8 points of negative energy damage and 1d4 points each of Strength, Dexterity, and Constitution damage (Fort save to negate the ability damage); you gain 7 temporary hit points for each creature affected this way. Temporary hit points from this ritual stack with each other, and last for 1 hour or until used up.

Zone of Imprisonment, Advanced
This ritual affects a 50 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area must succeed on a Will save each time they try to move by any means, including teleportation or planar ravel. On a failed save, they cannot move, and effects that would move them fail to do so. You can move freely, but must make a Will save to leave the zone (as per the Greater Zone of Imprisonment ritual).

Re: Ritual Magic (a homebrew subsystem)

Bloodfire Seeker

Alignment: Any.Races: Any. Hemopyrrhic dwarves in particular are drawn to Bloodfire Seeker, though no one knows why...Abilities: Constitution makes your world go round, and any other ability score can be useful to a bloodfire seeker depending on what role you are trying to play.Hit die: d8.

Weapon and Armor Proficiency: You are proficient with all simple and martial weapons, all armor, and shields (but not tower shields).

Ritual tracing: You gain the ability to trace rituals, which are magical effects similar to a spells. See post #2 for details and rules for ritual tracing. You can trace any ritual you know at any time. The duration of your ritual effects is equal to 1 round per class level, and the tracer level of your rituals is equal to your class level. You can trace a total number of rituals per day as shown in the table above; bloodfused rituals (see below) do not count against this maximum. You can have a maximum number of rituals charged at any time equal to your Constitution modifier. The DC to resist the effect of any of your rituals is equal to your 10 + your Constitution modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.

You begin play knowing two minor general rituals; every time you gain a level in this class, you learn another general ritual. At 5th level, you can learn least rituals, you can learn lesser rituals beginning at 10th level, at 15th level you can learn greater rituals, and you can learn advanced rituals at 20th level. At 3rd level, and every three levels after, you may learn a new general ritual in place of a ritual you already know of the same level. Since there are no general advanced rituals, at 20th level you may learn one advanced ritual from any class list.

When you reach 10th level and gain access to lesser rituals, you cannot trace a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, a 10th-level bloodfire seeker with one least ritual and one lesser ritual charged must trace a second least ritual before tracing a second lesser ritual. At 15th level, when you learn how to trace greater rituals, you cannot trace a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 15th-level bloodfire seeker with one each least, lesser, and greater rituals charged could not trace another greater ritual until she had at least one more least and one more lesser ritual charged.

When you reach 20th level and are able to trace advanced rituals, you cannot trace an advanced ritual unless you have at least one more each least ritual, lesser ritual, and greater ritual than advanced rituals already charged. For example, a 20th-level bloodfire seeker with one each least, lesser, greater, and advanced rituals charged could not trace another advanced ritual until she trace at least one more least, lesser, and greater ritual each.

Bloodfused ritual: In addition to the normal method of ritual tracing, you gain the ability to subsume a ritual into your blood. You may perform a special ceremony which takes 8 hours and deals Constitution damage to you; if you do so, you can imbue your blood with the power of a ritual you know. The amount of Con damage depends on the strength of the ritual: 1d2 points for a minor ritual, 1d3 for a least, 1d4 for a lesser, or 1d6 for a greater ritual. This damage cannot be prevented or reduced in any way, or the ceremony fails. You may only bloodfuse rituals of a strength that you could learn from this class (for example, a character with fewer than 6 levels in Bloodfire Seeker can only bloodfuse minor rituals, even if he knew stronger rituals from levels in another class).

Once you have performed the ceremony, you gain the benefit of that ritual at all times. You can only have one bloodfused ritual of a given strength at a time; every time you perform the ceremony, any rituals of the same strength as the new bloodfused ritual are lost. The tracer level of your bloodfused rituals is equal to your class level, and the DC to resist the effect of any of your rituals is equal to your 10 + your Intelligence modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced. If a bloodfused ritual ends for any reason (being dispelled, or ending due to the action of the ritual itself), then it resumes normal effect after 1d4 minutes. For the purposes of ritual feats and other effects, a bloodfused ritual counts as a charged ritual.

Expanded knowledge: At 2nd level, and every third level after, you learn one ritual from another class's list. Rituals learned from this class feature do not count against the number of general rituals known as shown on the table; the maximum strength of rituals you can learn with this class feature is the same as the maximum strength of general rituals you can learn normally.

Bonus feat: At 3rd level, and every three levels after, you gain a bonus feat for which you meet the prerequisites; these feats must be chosen either from the list of fighter bonus feats or the list of ritual feats.

Bloodfire (Su): Beginning at 4th level, the rituals you have fused into your blood have charged your essence with magical energy. Anything that damages you via a melee attack from a natural or non-reach weapon takes 1d4 damage per two class levels (rounded down). This damage is pure arcane energy and is not subject to damage reduction, or energy resistance or immunity; however, any creature damaged by your bloodfire can make a Fortitude save (DC 10 + 1/2 your class level + your Constitution modifier) for half damage. At every 3 levels after 4th, the size of the bloodfire damage die increases by 1 step, as shown on the table above.

Bloodfused resilience (Su): When you reach 4th level, you learn to redirect the energies of your bloodfused rituals towards healing your body. At any time as a free action, you may suppress the normal effects of one of your bloodfused rituals to heal ability damage you've taken. You heal 1 point of ability damage from the ability score of your choice for every 5 minutes you suppress a minor bloodfused ritual, every minute you suppress a least bloodfused ritual, every 5 rounds you suppress a lesser bloodfused ritual, or every round you suppress a greater bloodfused ritual. You may resume a ritual you've suppressed in this way at any time as a free action.

Bloodfire weapon (Su): Starting at 7th level, as a swift action you can voluntarily take 1 point of Constitution damage to imbue your weapon attacks with bloodfire for a number of rounds equal to your (new) Constitution modifier. This Con damage cannot be reduced or prevented in any way; however, any successful weapon attacks (whether with manufactured weapons or natural attacks) you make for the duration of this ability deal additional damage equal to that granted by your bloodfire ability. Multiple uses of this ability overlap, and do not stack.

Bloodfire defense (Su): When you reach 9th level, as a swift action you can voluntarily take 1 point of Constitution damage to surround yourself with a protective aura of bloodfire for a number of rounds equal to your (new) Constitution modifier. This Con damage cannot be reduced or prevented in any way; however, for the duration of the ability, you gain a +1 circumstance bonus to Armor Class per 3 class levels. Multiple uses of this ability overlap, and do not stack.

Improved bloodfire weapon (Su): Beginning at 13th level, any creature damaged by your bloodfire weapon ability must make a Fortitude save (DC equal to your bloodfire save DC) or be sickened for the remainder of the encounter.

b]Improved bloodfire defense:[/b] When you reach 15th level, whenever you use your bloodfire defense class feature, you may choose to increase the Constitution damage to 3 points; if you do so, the circumstance bonus to Armor Class increases to +1 per two class levels.

Bloodfire immolation: At 20th level, you can release the arcane energy stored in your blood in a massive burst. As a standard action, you may voluntarily take Constitution damage to deal normal bloodfire damage in a burst emanating from you. The radius of the burst is equal to 20 feet per point of Constitution damage you take; this damage cannot be reduced or prevented in any way, or the effect fails.

Re: Ritual Magic (a homebrew subsystem)

Glyphwalker

Alignment: Any.HD: d6Races: Any.Abilities: Wisdom determines how many rituals you can charge and how difficult they are to resist, as well as how well you can guide your glyphs; a high Constitution is helpful for everyone.

* At 1st-4th level, you can have a number of simultaneous minor rituals charged equal to your Wisdom modifier; beginning at 5th level, the number of stronger rituals you can have charged at a time is given by the table.

Weapon and Armor Proficiency: You are proficient with all simple weapons and one martial weapon of your choice, light armor, and shields (but not tower shields).

Ritual tracing: You gain the ability to trace rituals, which are magical effects similar to a spells. See post #2 for details and rules for ritual tracing. You can trace a ritual at any time, any number of times per day. The duration of your ritual effects is equal to 1 round plus 1 round per Glyphwalker level, and the tracer level of your rituals is equal to your Glyphwalker level. The DC to resist the effect of any of your rituals is equal to your 10 + your Wisdom modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.

You begin by knowing four minor rituals from any list (including class lists). You can have a number of minor rituals equal to your Wisdom modifier charged at any one time. At 5th level, you learn how to trace least rituals, at 9th level you learn to trace lesser rituals, at 13th level you learn to trace greater rituals, and at 17th level you learn to trace advanced rituals. As you increase in level, you learn more rituals as shown in the table above, again from any list; you can only learn rituals of a level you are able to trace.

For rituals stronger than minor, you can have a number of them charged at any time as shown on the table above, and you gain bonus charges equal to half your Wisdom modifier, rounded down. When you reach 9th level and gain access to lesser rituals, you cannot trace a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, a 9th-level glyphwalker with one least ritual and one lesser ritual charged must trace a second least ritual before tracing a second lesser ritual.

At 13th level, when you learn how to trace greater rituals, you cannot trace a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 13th-level glyphwalker with one each least, lesser, and greater rituals charged could not trace another greater ritual until she had at least one more least and one more lesser ritual charged.

When you reach 17th level and are able to trace advanced rituals, you cannot trace an advanced ritual unless you have at least one more each least ritual, lesser ritual, and greater ritual than advanced rituals already charged. For example, a 17th-level glyphwalker with one each least, lesser, greater, and advanced rituals charged could not trace another advanced ritual until she traced at least one more least, lesser, and greater ritual each.

Bonded glyph: You tattoo a special glyph onto your skin, which takes on a form of sentience. Your bonded glyph is similar to a wizard's familiar, but is not a creature in the traditional sense. It grants you certain abilities, and gains in power as you increase in level, as detailed below.

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Bonded Glyph
A glyphwalker's bonded glyph is a magical tattoo has rudimentary sentience. It grants the glyphwalker certain abilities based on the glyphwalker's class level, as shown in the table below.

Basics
Use the basic statistics for a crawling glyph of the appropriate strength, but make the following changes:

Hit Dice -- For the purpose of effects related to number of Hit Dice, use the glyphwalker's character level or the glyph's normal HD total, whichever is higher.

Saving Throws -- For each saving throw, use either the glyph's base save bonus or the glyphwalker's (as calculated from all her classes), whichever is better. The glyph uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the glyphwalker might have on saves.

Bonded Glyph Ability Descriptions
Every glyph has special abilities (or imparts abilities to their glyphwalker) depending on the glyphwalker's class level, as shown on the table above. The abilities given on the table are cumulative.

Ability Bonus -- The glyphwalker gains a bonus to her Strength, Dexterity, or Constitution score, choosing which ability score is affected after 24 hours or 8 hours of rest.

Int -- The glyph's Intelligence score.

Alertness (Ex) -- While the glyph is scribed on the glyphwalker's skin (see Locomotion below), the glyphwalker gains the benefit of the Alertness feat.

Ritual Affinity (Su) -- At 1st level, the glyphwalker chooses one minor ritual she knows to associate her bonded glyph with. Every time she gains a level she can change the associated ritual to another ritual she knows; starting at 6th level, she can choose a least ritual, at 10th she can choose a lesser ritual, at 14th she can choose a greater ritual, and at 18th level she can choose an advanced ritual. As long as the bonded glyph is scribed on the glyphwalker's skin (see Locomotion below), whenever the glyphwalker traces the associate ritual, the duration is doubled, the tracer level increases by 2, the save DC (if any) increases by 1, and the ritual is 25% faster to trace.

Spell defense (Su) -- Starting at 3rd level, as long as the glyph is scribed on the glyphwalker's skin, she gains a +3 bonus on saves vs spells and spell-like abilities.

Ritual immersion (Su) -- If the glyphwalker is 6th level or higher, she gains the benefit of the bonded glyph's associated ritual as long as the glyph is scribed on her skin.

Telepathy (Ex) -- Beginning at 10th level, the glyphwalker has a telepathic link with the bonded glyph out to a distance of 1 mile. The glyphwalker cannot see through the glyph's eyes, because it doesn't have any; however, because of this telepathic link, the glyphwalker has the same connection to an item or place that her bonded glyph does.

Locomotion (Ex) -- When the glyphwalker reaches 10th level, the bonded glyph can crawl off of her skin and move around on its own. When the glyph does so, it becomes a normal crawling glyph of the associated ritual, except with the increased intelligence and telepathy. If the bonded glyph is destroyed while detached, the glyphwalker loses 200 xp per class level (DC 15 Fortitude save to reduce xp loss by half), and can be replaced after 1 week of special ceremonies.

Spell Resistance (Ex) -- At 14th level, the magic of the bonded glyph protects the glyphwalker even more effectively from other spell effects. As long as the glyph is scribed on the glyphwalker's skin, the glyphwalker gains spell resistance equal to 11 + her class level.

Spell Boost (Su) -- Starting at 18th level, whenever the glyphwalker resists a spell due to the spell resistance granted by the bonded glyph, she gains 5 temporary hit points per level of the spell, as the glyph's own magical energy absorbs the spell.

Bonus feat: At 2nd level, and again at 10th and 18th level, you gain a bonus ritual or metaritual feat for which you meet the prerequisites.

Animate glyph (Su): When you reach 3rd level, you gain the ability to animate a glyph for a ritual that you know. You trace the ritual as normal, but instead of becoming charged, the result is a crawling glyph associated with the ritual you trace. The crawling glyph lasts for 1 hour per class level or until destroyed; you have no special control over the glyph except by using your glyphic empathy ability. When you animate the glyph, you can make a Spellcraft check to have the crawling glyph know one trick of your choice; the DC of the Spellcraft check is the DC to train a non-animal creature that trick. You can use this ability once per day per three class levels, rounded down. At 3rd level, you can animate minor rituals, at 7th level you can animate least rituals, at 11th you can animate lesser rituals, at 15th level you can animate greater rituals, and at 19th level you can animate advanced rituals. You cannot have more than one crawling glyph of the same strength animated at a time.

Glyphic empathy (Ex): Beginning at 3rd level, you can attempt to control crawling glyphs (either those you create or ones you encounter). This works like the Handle Animal skill, except that your bonus on the check is equal to your class level plus your Wisdom modifier, and the DC is equal to 5 + the crawling glyph's hit dice.

Adaptive learning: At 4th level, and every four levels after, you may learn a new ritual in place of a ritual you already know; the new ritual must be chosen from the list of general rituals.

Ritual Shorthand: At 6th level, you gain Ritual Shorthand as a bonus feat. You must meet the prerequisites.

Runic senses (Su): Beginning at 6th level, you gain the trapfinding special ability; however, you can only use it for magical traps, and you use Spellcraft to disable them instead of Disable Device.

Runic versatility (Sp): At 8th level, you gain the ability to cast the following spells as spell-like abilities at a caster level equal to your class level: ghoul glyph, glyph of warding, and explosive runes. You can use this ability a total number of times per day equal to your Wisdom modifier, but can only cast each individual spell a maximum of twice per day.

Greater runic versatility: Beginning at 14th level, you add the following spells to the list of spells to choose from when using your runic versatility class feature: evacuation rune, greater glyph of warding, symbol of fear, symbol of pain, symbol of persuasion, symbol of sleep, symbol of spell loss, and symbol of thirst

Runic mastery: At 20th level, you add the following spells to the list of spells to choose from when using your runic versatility class feature: symbol of death, symbol of insanity, symbol of stunning, and symbol of weakness. In addition, the number of times you can use the ability increases to twice your Wisdom modifier, though you can still only cast each individual SLA a maximum of twice per day.

* At 1st-4th level, you can have a number of simultaneous minor rituals charged equal to your Charisma modifier; beginning at 5th level, the number of stronger rituals you can have charged at a time is given by the table.

Weapon and Armor Proficiency: You are proficient with simple weapons and light armor, but not shields.

Ritual tracing: You gain the ability to trace rituals, which are magical effects similar to a spells. See post #2 for details and rules for ritual tracing. You can trace a ritual at any time, any number of times per day. The duration of your ritual effects is equal to 1 round plus 1 round per Witchblood level, and the tracer level of your rituals is equal to your Witchblood level. The DC to resist the effect of any of your rituals is equal to your 10 + your Charisma modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.

You begin by knowing every general minor ritual, as well as the minor rituals on your class list, below. You can have a number of minor rituals equal to your Charisma modifier charged at any one time. At 5th level, you learn how to trace least rituals, and you know every general least ritual, as well as the least rituals on your class list, below. Similarly, at 9th level you learn to trace lesser rituals, at 13th level you learn to trace greater rituals, and at 17th level you learn to trace advanced rituals. Unlike rituals of lower strength, there are no general advanced rituals; the only advanced rituals you know are the ones on your class list, below.

For rituals stronger than minor, you can have a number of them charged at any time as shown on the table above, and you gain bonus charges equal to half your Charisma modifier, rounded down. When you reach 9th level and gain access to lesser rituals, you cannot trace a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, a 9th-level witchblood with one least ritual and one lesser ritual charged must trace a second least ritual before tracing a second lesser ritual.

At 13th level, when you learn how to trace greater rituals, you cannot trace a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 13th-level witchblood with one each least, lesser, and greater rituals charged could not trace another greater ritual until she had at least one more least and one more lesser ritual charged.

When you reach 17th level and are able to trace advanced rituals, you cannot trace an advanced ritual unless you have at least one more each least ritual, lesser ritual, and greater ritual than advanced rituals already charged. For example, a 17th-level witchblood with one each least, lesser, greater, and advanced rituals charged could not trace another advanced ritual until she traced at least one more least, lesser, and greater ritual each.

Evil eye (Su): You have the ability to turn the evil eye on an opponent within 60 feet; that opponent must make a Will save (DC 10 + 1/2 your witchblood level + your Charisma modifier) or take a penalty to attacks, saves, ability checks, skill checks, and weapon damage rolls equal to half your witchblood level (rounded up) for 1 hour thereafter. You can use this ability a number of times per day equal to 3 + your Charisma modifier, as a standard action that does not provoke attacks of opportunity. Spell resistance does not apply. You cannot affect the same target more than once every 24 hours with this ability (a creature that makes its save has not been affected). In all ways other than those defined here, it counts as the active version of a gaze attack.

Dark whispers (Su): When you reach 2nd level, you gain the ability to whisper subversive secrets, turning weak minds to your purpose. You may use this ability once per day per class level, as a standard action that does not provoke attacks of opportunity. It functions exactly like the command spell, except that it is not subject to spell resistance, and you may only use it against creatures with Hit Dice less than or equal to your witchblood level. This is a mind-affecting, language-dependent effect, with a caster level is equal to your class level and a DC of 10 + 1/2 your witchblood level + your Charisma modifier.

Bloodstained Ritual: At 3rd level, you gain Bloodstained Ritual as a bonus feat. You must meet the prerequisites.

Dark shepherd: Beginning at 4th level, the fiendish beings which taught you the secrets of ritual magic also grant you a companion, similar to a wizard's familiar, to guide you on your dark and twisted path. The type of creature depends on your alignment: if you are lawful, your dark shepherd is an imp, and if you are chaotic, it is a quasit (if you are neutral, you choose one or the other when you gain this ability and it does not change). Your dark shepherd cannot use its commune ability, but is otherwise a normal creature of its type -- however, it gains in power as you increase in level, as detailed below.

You cannot dismiss your dark shepherd; however, if it dies, you must make a DC 15 Fortitude saving throw or lose 200xp per witchblood level; success reduces the loss to one-half that amount. However, your experience point total can never go below 0 as the result of the dark shepherd's demise. A slain dark shepherd is replaced after a year and day. You may not use your dark shepherd in a Bloodstained Ritual.

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Dark Shepherd

Basics
Use the basic statistics for a creature of the shepherd's kind, but make the following changes:

Hit Dice -- For the purpose of effects related to number of Hit Dice, use the witchblood's character level or the shepherd's normal HD total, whichever is higher.

Attacks -- The shepherd uses the witchblood's base attack bonus, as calculated from all her classes. Use the shepherd's Dexterity or Strength modifier, whichever is greater, to get the shepherd's melee attack bonus with natural weapons. Damage equals that of a normal creature of the shepherd's kind.

Saving Throws -- For each saving throw, use either the shepherd's base save bonus (Fortitude +3, Reflex +3, Will +3) or the witchblood's (as calculated from all her classes), whichever is better. The shepherd uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the witchblood might have on saves.

Skills -- For each skill in which either the witchblood or the shepherd has ranks, use either the normal skill ranks for a creature of that type or the witchblood’s skill ranks, whichever are better. In either case, the shepherd uses its own ability modifiers. Regardless of a shepherd’s total skill modifiers, some skills may remain beyond the shepherd’s ability to use.

Dark Shepherd Ability Descriptions
Every shepherd has special abilities (or imparts abilities to their witchblood) depending on the witchblood's class level level, as shown on the table above. The abilities given on the table are cumulative.

Natural Armor Adj. -- The number noted here is an improvement to the shepherd's existing natural armor bonus.

Int -- The shepherd's Intelligence score.

Alertness (Ex) -- While a shepherd is within arm’s reach, the witchblood gains the benefit of the Alertness feat.

Improved Evasion (Ex) -- When subjected to an attack that normally allows a Reflex saving throw for half damage, a shepherd takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Rituals -- At the witchblood's option, she may have any ritual she discharges also affect her dark shepherd. The shepherd must be within 5 feet at the time of discharging to receive the benefit; if the shepherd moves farther than 5 feet away, the ritual stops affecting the shepherd, and will not affect it again even if it returns to the witchblood before the duration expires. This ability does not work on Zone rituals, or witchblood class features that replace the normal effect of a ritual.

Telepathy (Su) -- Starting at 8th level, the witchblood has a telepathic link with the dark shepherd out to a distance of 1 mile. The witchblood cannot see through the shepherd's eyes; however, because of this telepathic link, the witchblood has the same connection to an item or place that her dark shepherd does.

Dark touch (Su) -- If the witchblood is 8th level or higher, she can discharge a currently charged ritual to allow her dark shepherd to perform touch attacks to do negative energy damage. The total number of successful touch attacks and the damage of each attack depends on the strength of the discharged ritual, as shown in the following table.
{table=head]Ritual Type | # of touches | Damage
Minor | 2 | 1d4
Least | 4 | 1d8
Lesser | 7 | 1d10
Greater | 10 | 2d6
Advanced | 14 | 2d8[/table]

Dark infusion I: When you reach 4th level, the fiendish rituals and rites you have performed begin to affect changes on your physical makeup. Your Dexterity increases by 2 points, and you gain darkvision out to a range of 60 feet. In addition, you gain a natural armor bonus equal to half the number of rituals you have charged at any time (or your existing natural armor increases by the same amount).

Blood Curse: At 6th level, you gain Blood Curse as a bonus feat as long as you meet the prerequisites.

Abominable gaze (Su): Beginning at 7th level, whenever an opponent fails a save against your evil eye ability, they must make a Fortitude save against the same DC (with a penalty from being affected by the evil eye) or be paralyzed for 1d4 minutes.

Dark infusion II: When you reach 8th level, the twisted rituals infusing your essence have wrought more changes upon your body. Your Constitution increases by 2 points, and you become immune to poison. In addition, you gain resistance to acid, cold, electricity, and fire equal to the number of rituals you have charged at any given time.

Sacrificial Ritual: At 10th level, you gain Sacrificial Ritual as a bonus feat, as long as you meet the prerequisites.

Blooded tracing: Beginning at 11th level, whenever you trace a ritual using the Bloodstained Ritual feat, you may deal additional damage to the willing or helpless participant to increase the potency of the ritual. For each 2d8 damage you deal, the ritual's duration increases by 2 rounds, the tracer level increases by 1, and the save DC increases by 1. If the other participant dies due to this extra damage, the ritual fails and you cannot trace that ritual again for 24 hours.

Fearsome might: At 11th level, whenever you discharge a ritual, instead of gaining its normal effect you may choose to activate this ability for the duration of the ritual. You gain two claw natural attacks and a bonus to Strength; the base damage of the claw attacks and the amount of the Strength bonus depend on the strength of the ritual you discharge, as shown in the following table.
{table=head]Ritual Type | Strength bonus | Claw damage
Minor | +2 | 1d4
Least | +4 | 1d6
Lesser | +6 | 1d8
Greater | +8 | 2d6
Advanced | +10 | 3d6[/table]

Dark infusion III: When you reach 12th level, more changes have twisted you even further to the darkness. Your Intelligence increases by 2 points, and you gain damage reduction /good equal to the number of rituals you have charged at any given time.

Sacrificial Animation: At 14th level, you gain Sacrificial Animation as a bonus feat. You must meet the prerequisites.

Terrifying Visage (Su): When you reach 15th level, your evil eye becomes a full-blown gaze attack. You can activate or deactivate it as a swift action; while it is active, opponents must save against the passive effect as normal for a gaze attack, and you can use the active effect in place of an attack, an unlimited number of times per day.

Dark infusion IV: When you reach 16th level, you have nearly subsumed the dark power of your rituals into your body. Your Dexterity increases by another two points, and you gain spell resistance equal to 10 + the number of rituals you have charged at any time.

Horrible power (Ex): At 18th level, whenever you attack someone with the claws you gain from your fearsome might ability, you may attempt to demoralize them as a free action. This ability works even against opponents immune to fear, though such creatures gain a +4 bonus on the opposed check.

Nefarious rite: Beginning at 19th level, whenever you discharge a ritual, you may choose to activate this ability instead of gaining its normal effect. You release the stored ritual charge in an instantaneous burst of negative energy around you (spell resistance applies); the radius of the burst and the amount of negative energy damage depends on the strength of the discharged ritual, as shown in the following table. Creatures struck by the burst may make a Fortitude save for half damage (DC equal to the DC of the discharged ritual). In the case of a greater ritual, no save applies, but the subject regains lost levels after a number of hours equal to the tracer level of the ritual; if the discharged ritual is advanced, there is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC equal to the DC of the discharged ritual) for each negative level. If the save succeeds, that negative level is removed, while if it fails, the negative level also goes away, but one of the subject’s character levels is permanently drained.
{table=head]Ritual Type | Radius | Damage
Minor | 10 feet | 1d8
Least | 30 feet | 3d8
Lesser | 60 feet | 6d10
Greater | 90 feet | 1d4 negative levels
Advanced | 150 feet | 2d4 negative levels[/table]

Dark transformation: When you reach 20th level, your transformation is complete. Your Charisma increases by 4 points, your type changes to outsider with the evil subtype, and you grow a pair of batlike wings that allow you to fly with good maneuverability, at a speed equal to 5 feet per ritual you have charged at any given time.

The bitter end (Su): At 20th level, your evil eye has become an unstoppable force. Any creature who rolls a natural 1 on the Fortitude save to prevent paralysis dies instantly; 1d4 hours later, they rise as a chanting echo under your control. You cannot control more hit dice of chanting echoes this way than twice your class level.

Ex-Witchbloods
A witchblood who becomes good loses the benefit of her ritual tracing, evil eye, dark whispers, dark shepherd, fearsome might, and nefarious rite class features (as well as any bonus feats which require non-good alignment) and cannot advance as a witchblood. If an ex-witchblood gains the ability to trace rituals from another class, she cannot trace rituals from the witchblood class list.

Re: Ritual Magic (a homebrew subsystem)

Circle of Blood, Minor
Whenever a creature within 10 feet of you takes damage, increase that damage by 1. This ritual affects all creatures (including your allies) within range, except you.

Circle of Pain, Minor
Whenever a creature within 10 feet of you takes an action, that creature must make a Fortitude save or suffer 1d6 nonlethal damage. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack.

Ritual of Bitter Winter, Minor
The air around you in a 10 foot radius emanation becomes bitter cold, dealing 1d4 points of nonlethal cold damage to creatures each round.

Ritual of Blood Summoning, Minor
When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it cannot be prevented or reduced by any means, or paid for with temporary hit points. If you attempt to spend more hit points than your current hit point total + 9, the ritual fails. The summoned creature disappears when the ritual effect ends. 4 hp: A fiendish creature from the "Summon Monster I" list. 6 hp: A Lemure. 8 hp: A Dretch.

Ritual of Plague, Minor
You become a carrier of an infectious disease that infects any creature that comes into direct physical contact with you (even if only for the moment of a single attack). The initial infection functions as the contagion spell, using this ritual's save DC. For the duration of the ritual, you take a penalty to your ability scores equal to the maximum total amount of ability damage or drain the disease can cause to that score at once (even if you are otherwise immune or resistant to disease or ability damage). When you trace this ritual, you may choose either Mindfire or Filth Fever. A given creature is at risk of infection no more than once per round.

Vampiric Circle, Minor
You draw lifeforce from creatures nearby into yourself. Every round, any creature within 10 feet of you takes 1 point of negative energy damage; if any creature is affected this way then you gain 1 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.

Least Rituals:

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Circle of Blood, Least
Whenever a creature within 20 feet of you takes hit point damage, increase that damage by 1d4. This ritual affects all creatures (including your allies) within range, except you.

Circle of Despair, Least
Whenever you suffer a penalty, all other creatures within a 30 radius emanation must make a Will save or also suffer that penalty for as long as you have it and they remain in the emanation.

Circle of Pain, Least
Whenever a creature within 20 feet of you takes an action, that creature must make a Fortitude save or suffer 2d6 nonlethal damage. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack.

Hexed Circle, Least
Whenever a creature other than yourself within 10 feet makes a melee attack, the attacker must make a Will save or the attack is instead directed at a random creature within the attacker's reach instead of its intended target. The redirected attack's target is chosen randomly from all targets the attacker could attack, including the intended target, the attacker itself, you (if you are in range), and creatures the attacker is not aware of or is unable to damage.

Ritual of Bitter Winter, Least
The air around you in a 20 foot radius emanation becomes bitter cold, dealing 1d4 points of nonlethal cold damage to creatures each round. Living creatures that take damage from this ritual must make a Fort save or be fatigued for 1 round.

Ritual of Blood Summoning, Least
When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it cannot be prevented or reduced by any means, or paid for with temporary hit points. If you attempt to spend more hit points than your current hit point total + 9, the ritual fails. The summoned creature disappears when the duration of the ritual effect ends. 12 hp: An Imp or a Quasit. 22 hp: A Bearded Devil.

Ritual of Plague, Least
You become a carrier of an infectious disease that infects any creature that comes into direct physical contact with you (even if only for the moment of a single attack). The initial infection functions as the contagion spell, using this ritual's save DC. For the duration of the ritual, you take a penalty to your ability scores equal to the maximum total amount of ability damage or drain the disease can cause to that score at once (even if you are otherwise immune or resistant to disease or ability damage). When you trace this ritual, you may choose either Devil Chills or Shakes. A given creature is at risk of infection no more than once per round.

Vampiric Circle, Least
You draw lifeforce from creatures nearby into yourself. Every round, any creature within 20 feet of you takes 1d6 points of negative energy damage; if any creature is affected this way then you gain 2 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.

Witchblood's Spell Ritual, Least
This ritual duplicates the effect of one necromancy spell of 1st level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Witchblood's Spell Ritual

Lesser Rituals:

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Circle of Blood, Lesser
Whenever a creature within 30 feet of you takes hit point damage, increase that damage by 3d4. This ritual affects all creatures (including your allies) within range, except you.

Circle of Pain, Lesser
Whenever a creature within 30 feet of you takes an action, that creature must make a Fortitude save or suffer 4d6 nonlethal damage and become sickened for the duration of the ritual. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack. A creature immune to nonlethal damage is also immune to the sickening effect; a sickened creature that moves out of the area of effect receives an additional save to remove the condition.

Circle of Torment, Lesser
Whenever you gain a condition, all other creatures within a 30 radius emanation must make a Will save or also gain that condition for as long as you have it and they remain in the emanation.

Hexed Circle, Lesser
Whenever a creature other than yourself within 20 feet makes a melee attack, the attacker must make a Will save or the attack is instead directed at a random creature within the attacker's reach instead of its intended target. The redirected attack's target is chosen randomly from all targets the attacker could attack, including the intended target, the attacker itself, you (if you are in range), and creatures the attacker is not aware of or is unable to damage. You are half as likely as any other creature to be attacked.

Ritual of Bitter Winter, Lesser
The air around you in a 30 foot radius emanation becomes bitter cold, dealing 2d6 points of cold damage to creatures each round. Living creatures that take damage from this ritual must make a Fort save or be fatigued for 1 round. In addition, snow falls in the area, imposing a -2 penalty on Spot, Search, and Listen checks, and ranged attacks. Any space that is within the area of this ritual for 3 consecutive rounds becomes snow-covered (costing 2 squares of movement to enter) until 3 rounds after it is no longer within the area. You are not impeded by snow.

Ritual of Blood Summoning, Lesser
When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it cannot be prevented or reduced by any means, or paid for with temporary hit points. If you attempt to spend more hit points than your current hit point total + 9, the ritual fails. The summoned creature disappears when the duration of the ritual effect ends. 27 hp: A Chain Devil or a Succubus. 35 hp: A Blood Elemental or a Hellcat. 43 hp: An Erinyes.

Ritual of Plague, Lesser
You become a carrier of an infectious disease that infects any creature that comes into direct physical contact with you (even if only for the moment of a single attack). The initial infection functions as the contagion spell, using this ritual's save DC. For the duration of the ritual, you take a penalty to your ability scores equal to the maximum total amount of ability damage or drain the disease can cause to that score at once (even if you are otherwise immune or resistant to disease or ability damage). When you trace this ritual, you may choose one of Blinding Sickness, Red Ache, and Slimy Doom. You can affect a given creature with this ritual any number of times per round.

Vampiric Circle, Lesser
You draw lifeforce from creatures nearby into yourself. Every round, any creature within 30 feet of you takes 1d8 points of negative energy damage and 1 point of Strength, Dexterity, or Constitution damage (your choice when you trace the ritual; Fort save to negate the ability damage). If any creature is affected this way then you gain 5 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.

Witchblood's Spell Ritual, Lesser
This ritual duplicates the effect of one necromancy spell of 3rd level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Witchblood's Spell Ritual

Zone of Animation, Lesser
This ritual affects a 50-foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Each round, a corpse chosen at random within the area animates as a skeleton or a zombie, similar to the effects of an animate dead spell. If there are no corpses available, a skeleton or zombie is instead summoned into the area, as though with the summon undead II spell. Undead created or summoned by this ritual will not attack you, your allies, or other targets you designate, but are not otherwise under your control. These undead remain only as long as the ritual lasts and only while they remain within its area (they are not aware of the area boundary).

Greater Rituals:

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Circle of Agony, Greater
Whenever you would take hit point damage, you instead take half as much damage (rounded up), and the rest is divided evenly among all creatures within a 30 foot radius emanation. You choose which such creatures suffer any remaining damage if it cannot be evenly divided. This ritual protects you from taking damage from a Circle of Agony discharged by any other creature..

Circle of Blood, Greater
Whenever a creature within 50 feet of you takes hit point damage, increase that damage by 6d4, and the following round they take 1d6 damage of the same type (a single creature can only take 2d6 total damage of a given type the following round). This ritual affects all creatures (including your allies) within range, except you.

Circle of Chaos, Greater
Each round, each creature within a 30 foot radius emanation (centered on you) must make a Will save or become confused for 1 round. This affects all creatures in the area other than you, including your allies.

Circle of Pain, Greater
Whenever a creature within 50 feet of you takes an action, that creature must make a Fortitude save or suffer 8d6 nonlethal damage and become nauseated for the duration of the ritual; that creature is sickened for the duration of the ritual on a successful save. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack. A creature immune to nonlethal damage is also immune to the sickening and nauseating effects; a sickened or nauseated creature that moves out of the area of effect receives an additional save to remove the condition.

Hexed Circle, Greater
Whenever a creature other than yourself within 30 feet makes a melee attack, the attacker must make a Will save or the attack is instead directed at a random creature within the attacker's reach instead of its intended target. The redirected attack's target is chosen randomly from all targets the attacker could attack, including the intended target, the attacker itself, and creatures the attacker is not aware of or is unable to damage. You will never be targeted unless you are the only valid target, and your enemies are twice as likely to be targeted as any other possible targets.

Ritual of Bitter Winter, Greater
The air around you in a 50 foot radius emanation becomes bitter cold, dealing 3d6 points of cold damage and 1d6 points of negative energy to creatures each round. Living creatures that take damage from this ritual must make a Fort save or be exhausted for 1 round. In addition, heavy snow falls in the area, imposing a -2 penalty on Spot, Search, and Listen checks, and ranged attacks. All sight, including darkvision, is reduced to a range of 5 feet, and creatures 5 feet away have concealment. Any space that is within the area of this ritual for 3 consecutive rounds becomes snow-covered (costing 4 squares of movement to enter) until 3 rounds after it is no longer within the area. You are not impeded by snow.

Ritual of Blood Summoning, Greater
When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it cannot be prevented or reduced by any means, or paid for with temporary hit points. If you attempt to spend more hit points than your current hit point total + 9, the ritual fails. The summoned creature disappears when the duration of the ritual effect ends. 50 hp: A Bone Devil or a Vrock. 60 hp: A Barbed Devil or a Retriever.

Ritual of Plague, Greater
You become a carrier of an infectious disease that infects any creature that comes into direct physical contact with you (even if only for the moment of a single attack). The initial infection functions as the contagion spell, using this ritual's save DC. For the duration of the ritual, you take a penalty to your ability scores equal to the maximum total amount of ability damage or drain the disease can cause to that score at once (even if you are otherwise immune or resistant to disease or ability damage). When you trace this ritual, you may choose one of Cackle Fever, Demon Fever, and Mummy Rot. Creatures adjacent to you at the beginning of your turn are also at risk of infection as though you had touched them, and you can affect a given creature with this ritual any number of times per round.

Vampiric Circle, Greater
You draw lifeforce from creatures nearby into yourself. Every round, any creature within 50 feet of you takes 3d8 points of negative energy damage and 1 point each of Strength, Dexterity, and Constitution damage (Fort save to negate the ability damage); you gain 3 temporary hit points for each creature affected this way. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.

Witchblood's Spell Ritual, Greater
This ritual duplicates the effect of one necromancy spell of 5th level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Witchblood's Spell Ritual

Zone of Animation, Greater
This ritual affects a 50-foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Each round, two corpses chosen at random within the area animate as skeletons or zombies, similar to the effects of an animate dead spell. If there are no corpses available, an allip or ghast is instead summoned into the area, as though with the summon undead IV spell. Undead created or summoned by this ritual will not attack you, your allies, or other targets you designate, but are not otherwise under your control. These undead remain only as long as the ritual lasts and only while they remain within its area (they are not aware of the area boundary).

Advanced Rituals:

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Annihilation Zone, Advanced
Three rounds after discharging this ritual, all matter within 30 feet of your space when you discharged it is completely annihilated, as if it had come in contact with a Sphere of Annihilation.

Circle of Blood, Advanced
Whenever a creature within 75 feet of you takes hit point damage, increase that damage by 12d4, and the following round they take 2d6 damage of the same type (a single creature can only take 6d6 total damage of a given type the following round). This ritual affects all creatures (including your allies) within range, except you.

Circle of Pain, Advanced
Whenever a creature within 50 feet of you takes an action, that creature must make a Fortitude save or fall unconscious for the duration of the ritual; that creature suffers 8d6 nonlethal damage and is nauseated for the duration of the ritual on a successful save. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack. A creature immune to nonlethal damage is also immune to the other effects of the ritual; a sickened, nauseated, or unconscious creature that moves out of the area of effect receives an additional save to remove the condition.

Hexed Circle, Advanced
Whenever a creature other than yourself within 50 feet makes a melee attack, the attacker must make a Will save or the attack is instead directed at a random creature within the attacker's reach instead of its intended target. The redirected attack's target is chosen randomly from all targets the attacker could attack, including the intended target, the attacker itself, and creatures the attacker is not aware of or is unable to damage. You and your allies will never be targeted unless you are the only valid target; if the attack is redirected back at the attacker, the attack automatically threatens and confirms a critical hit.

Ritual of Bitter Winter, Advanced
The air around you in a 75 foot radius emanation becomes bitter cold, dealing 6d6 points of cold damage and 2d6 points of negative energy to creatures each round. Living creatures that take damage from this ritual must make a Fort save or be exhausted for 1 round, and creatures that fail their Fort save must also make a Will save at the same DC or gain a negative level. In addition, heavy snow falls in the area, imposing a -2 penalty on Spot, Search, and Listen checks, and ranged attacks. All sight, including darkvision, is reduced to a range of 5 feet, and creatures 5 feet away have concealment. Any space that is within the area of this ritual for 3 consecutive rounds becomes snow-covered (costing 4 squares of movement to enter) until 3 rounds after it is no longer within the area. You are not impeded by snow.

Ritual of Blood Summoning, Advanced
When you discharge this ritual you can choose to reduce your hit point total to summon a powerful outsider to attack your enemies. Since this is a voluntary reduction in hit points, it cannot be prevented or reduced by any means, or paid for with temporary hit points. If you attempt to spend more hit points than your current hit point total + 9, the ritual fails. The summoned creature disappears when the duration of the ritual effect ends. 100 hp: An Ice Devil or a Nalfeshnee. 150 hp: A Marilith or a Horned Devil. Your maximum hp plus 9 (minimum 200 hp): A Balor or a Pit Fiend.

Ritual of Plague, Advanced
You become a carrier of an infectious disease that infects any creature that comes into direct physical contact with you (even if only for the moment of a single attack). The initial infection functions as the contagion spell, using this ritual's save DC. For the duration of the ritual, you take a penalty to your ability scores equal to the maximum total amount of ability damage or drain the disease can cause to that score at once (even if you are otherwise immune or resistant to disease or ability damage). When you trace this ritual, you may choose one of Enervating End and Psychic Degeneration. Creatures adjacent to you at the beginning of your turn are also at risk of infection as though you had touched them, and you can affect a given creature with this ritual any number of times per round. In addition, creatures infected by this ritual's disease can also spread it to creatures other than yourself until cured, as per Greater Ritual of Plague (using the disease's normal save DC)

Vampiric Circle, Advanced
You draw lifeforce from creatures nearby into yourself. Every round, any creature within 75 feet of you takes 6d8 points of negative energy damage and 1d4 points each of Strength, Dexterity, and Constitution damage (Fort save to negate the ability damage); you gain 7 temporary hit points for each creature affected this way. Temporary hit points from this ritual stack with each other, and last for 1 hour or until used up.

Witchblood's Spell Ritual, Advanced
This ritual duplicates the effect of one necromancy spell of 7th level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Witchblood's Spell Ritual

Weapon and Armor Proficiency: You gain no new proficiency with weapons or armor.

Bloodfire (Su): You add your Bloodfire Transcendant class levels to your levels in the class that grants you the Bloodfire ability for determining the die size, number of damage dice, and DC.

Elemental Companion: At 1st level, you call a Medium bloodfire elemental to become your companion. It gains abilities based on your class level, as described below. Your elemental companion also grows in size as you increase in level, becoming Large at 3rd level, and Huge at 5th. At 7th level, the companion becomes a greater elemental, and at 9th it becomes an elder elemental.

If the elemental companion dies, you take hit point damage equal to the elemental’s Hit Dice, as well as 1d4 points of damage to each ability score. You can summon a new bloodfire elemental 24 hours later; you can dismiss your elemental at any time without taking this damage, but you must still wait 24 hours before summoning another elemental.

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Elemental Companion
A bloodfire transcendant has a bloodfire elemental companion that starts at Medium size and grows larger as the bonded summoner’s level increases.

{table=head]Class Level | Special
1st-4th | Devotion, empathic link, improved evasion, share rituals
5th-8th | Spell resistance
9th+ | Improved speed[/table]Basics
Use the statistics for a bloodfire elemental of the appropriate size as found in the Ritual Monsters entry, but make the following changes:

Class Level -- The bloodfire transcendant's class level.

Devotion (Ex) -- An elemental companion’s devotion to the bloodfire transcendant is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.

Empathic Link (Su) -- The bloodfire transcendant has an empathic link with his elemental companion out to a distance of 1 mile. The bloodfire transcendant cannot see through the companion’s eyes, but they can communicate empathically. Note that even intelligent elementals see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the bloodfire transcendant has the same connection to an item or place that his companion does.

Improved Evasion (Ex) -- When subjected to an attack that normally allows a Reflex save for half damage, an elemental companion takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Rituals -- At the bloodfire transcendant’s option, he may have any ritual affecting him (including bloodfused rituals) also affect his elemental companion, as long as the companion is within 5 feet. This does not apply to Zone rituals, or class features that replace the normal effect of a ritual.

Spell Resistance (Ex): If the bloodfire transcendant's class level is 5th or higher, an elemental companion gains spell resistance equal to 10 + the transcendant's class level. This spell resistance does not apply to dispel magic or its derivatives, which affect the bloodfire elemental normally.

Bloodfusion (Ex): Beginning at 2nd level, you learn to fuse your bloodfire elemental companion into your own body, becoming one creature. Your skin bursts into incandescent purple-white flames (which do not damage you or your equipment), and your arms form wings of the same substance. You gain bonuses based on the size and strength of your companion, as described below. The bloodfusion lasts for 1 minute per class level; you can use this ability twice per day at 2nd level, four times per day at 6th level, and 6 times per day at 10th level. Activating this ability is a standard action which does not provoke attacks of opportunity.

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Bloodfusion
A bloodfire transcendant of 2nd level or higher can fuse with his elemental companion, becoming one creature. You gain the following benefits:

Size increase -- How many size categories you increase when fused. These size increases do not change your ability scores, but they do increase your natural armor, reach, and size modifiers to attack and armor class. Your equipment changes size as well, as per the enlarge person spell.

Ability score adjustments -- Your ability scores change by the given amounts. You do not gain an increase in hit points due to the Constitution increase, but other Constitution-based effects (such as your Fortitude save modifier or the DC for your bloodfire) do. You do not lose skill points due to the temporary decrease in Intelligence.

Slam attacks -- You gain the designated number of slam natural attacks, which do the indicated bloodfire damage. Your Strength modifier does not apply to damage, but you gain the benefit of the Weapon Finesse feat with your slam attacks if it would be beneficial to you. Creatures damaged by your slam attacks are allowed a Fortitude save for half damage, as normal (at the usual DC for your bloodfire, including the increased Constitution from bloodfusion).

Speed -- Your base land speed increases by the indicated amount, and you gain a fly speed as shown on the table as well. If you already have a fly speed from some other source, use whichever is better.

Bonus hit points -- Your hit point total increases by the indicated amount. These are not temporary hit points, but an increase to your current and maximum hit point total; when the bloodfusion ends, you divide up all damage taken between yourself and your companion equally. You do not leave the fusion with more hit points than you entered it with, unless you were damaged prior to the fusion and were subsequently healed while fused.

Arcane disruption (Su) -- As long as your companion is at least of large size, you gain the arcane disruption supernatural ability while fused. Any creature who takes damage from your slam attack suffers a targeted greater dispel magic, with a caster level shown on the table.

Elemental Infusion: At 4th level, you have fused with your companion often enough that your physical body has begun to change. You become immune to sleep effects, and you have a 25% chance of negating critical hits and sneak attacks. At 8th level, the changes to your body and mind increase. You become immune to poison and paralysis, and your chance to negate critical hits and sneak attacks increases to 75%.

Dispel vulnerability: As you become more and more like your bloodfire companion, the arcane energies in your veins take on a greater role in sustaining your life. At 8th level, you become partially vulnerable to dispel effects. Any spell, power, or supernatural ability that would attempt to dispel were you a magical effect does 1d4 damage per two caster levels, subject to the same limit as the source of the dispel (for example, a dispel magic spell deals a maximum of 5d4 damage with a caster level of 10). You may make a Fort save to halve the damage. Effects that do not require a dispel check to dispel a spell deal 1d4 damage per 2 caster levels (no maximum) and do not allow a saving throw for reduced damage.

Elemental transcendance: When you reach 10th level, the changes wrought on your body are complete. Your type changes to elemental (native), and you can no longer be flanked, are not subject to critical hits, and are immune to stunning.

Ritual Tracing: Your class levels stack with your levels in your other ritual tracing classes to determine your ritual tracer level for the purpose of the duration and effect of your rituals. This does not grant any other benefits of gaining levels in ritual tracing classes, such as additional rituals known and charged, or the ability to trace higher strength rituals.

Rituals Known: At each Bloodscarred Berserker level, with the exception of 3rd, 5th, and 8th level, you learn one ritual from any class's ritual list or from the general ritual list. You can learn a ritual of any strength you can discharge through your Ritual Frenzy ability.

Bloodfire (Su): Your Bloodscarred Berserker levels stack with your levels in the class that grants you the Bloodfire ability to determine the damage, save DC, and other effects of the ability, including gaining the Improved Bloodifre and Greater Bloodfire abilities. You do not gain any other improvements in your other Bloodfire-related abilities.

Rage (Ex): Your Bloodscarred Berserker levels stack with your levels in the class that granted you the ability to enter a rage, frenzy, or similar state for the purpose of that ability. If you have multiple abilities that allows you to enter such a state, choose one when you enter this class. Your class levels only stack for the purpose of that ability, not for gaining or improving other rage-related abilities (such as the Greater Rage, Mighty Rage, and Tireless Rage abilities).

Ritual Frenzy: Starting at 1st level, whenever you enter a rage, frenzy, or simialr state, choose a least or minor ritual you know. You can discharge that ritual as though you had traced it, although its duration is while you rage instead of its normal duration and you cannot apply metaritual feats to it. The tracer level of your ritual frenzy is equal to your class level (stacking with your class levels in other ritual tracing classes; see Ritual Tracing above), and the DC to resist the effect of any of your ritual frenzies is equal to your 10 + your Constitution modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced. Starting at 6th level, you can discharge a second ritual this way while you rage. It must be of lesser or lower strength. At 10th, you can discharge a third such ritual of greater or lower strength.

Bloodsense (Su): Beginning at 2nd level, you gain the scent ability, except that it only allows you to detect recently-spilled blood. You can detect any creature that is at 0 or fewer hit points and not stable, any creature is suffering from Constitution damage or drain, any creature suffering from a bleeding wound, any fresh blood (less than 1 hour old), and anything damaged by your Bloodfire ability within the last 24 hours.

Starting at 7th level, your ability to smell blood improves. You gain blindsense out to the range of your Bloodsense scent, allowing you to pinpoint anything of which your Bloodsense scent would have made you aware, even if it is more than 5 feet away from you. At 9th level, this improves to blindsight, letting you detect spilled blood as well as if you could see it.

Bloodfrenzy Rituals (Su): Beginning at 3rd level, while raging, you can use the save DC of your Bloodfire ability in place of the save DCs of your rituals (whichever is better).

Bloodfire Weapon (Su): You gain the Bloodfire Weapon ability at 4th level, as per the Bloodfire Seeker ability of the same name. Your Bloodscarred Berserker levels stack with your Bloodfire Seeker levels to determine the effect of this ability.

Bloodbath Weapon (Su): Starting at 5th level, when you use your Bloodifre Weapon ability, you deal an additional 1 point of Cosntitution damage on each hit that deals Bloodfire Weapon damage. Starting at 8th level, you may have this instead become Constitution drain (chosen for each attack). For each point of Constitution drain you inflict this way, you heal 1 point of Constitution damage or drain.

Weapon and Armor Proficiency: You gain no new proficiency in weapons, armor, or shields.

Ritual tracing: At each level, you gain an increase in tracer level, number of simultaneous charged rituals, and rituals known as if you gained a level in a ritual tracing class you had levels in before entering this prestige class. You do not, however, gain any other benefit a character of that class would have gained, such as access to new ritual strengths or other class features. If you have levels in more than one ritual tracing class, you must choose which class to apply these levels to for the increases described above.
At 4th level, you learn to trace advanced rituals, and learn all the advanced rituals on your Circle Master list. You cannot trace an advanced ritual unless you have at least one more each least ritual, lesser ritual, and greater ritual than advanced rituals already charged. For example, a 4th-level circle master with one each least, lesser, greater, and advanced rituals charged could not trace another advanced ritual until she traced at least one more least, lesser, and greater ritual each.

Circle focus: Upon entering the Circle Master class, you give up your ability to trace rituals from other class lists, limiting yourself to general rituals and the rituals on the Circle Master class list. However, whenever you trace a ritual from your Circle Master class list, your tracer level for the ritual and the DC to resist the effects of the ritual (if any) each increase by 1 per class level.

Area boost: At 2nd level, the numeric measurements of all your circle and zone rituals' area increases by 100%.

Walk the edge: Beginning at 3rd level, you develop an uncanny knack for being outside areas of effect. This ability works like the improved evasion special ability, except that it functions no matter what type of armor you wear.

Circle jump: At 5th level, you learn to trace a special ritual that gives you incredible mobility. You can trace this advanced ritual any number of times per day, but you can only have one tracing of it charged at any given time. Unlike other rituals, this ritual remains charged until it is discharged, and does not dissipate after 24 hours. When you discharge the ritual, you and objects or willing creatures that you touch are instantly teleported to the exact location where you traced the ritual, as the greater teleport spell, except that you can use this ritual for interplanar travel. There is no limit on distance, but any effect that blocks teleportation or interplanar travel prevents you from discharging the ritual.

Perfect self: When you reach 5th level, your body changes to emulate the perfection of a circle. Your type changes to outsider, your Charisma increases by 2 points, and you gain damage reduction 5/--. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.

Re: Ritual Magic (a homebrew subsystem)

Circle of Blood, Minor
Whenever a creature within 10 feet of you takes damage, increase that damage by 1. This ritual affects all creatures (including your allies) within range, except you.

Circle of Good Hope, Minor
All allies within 10 feet of you gain the effect of one minor ritual that you discharge in the same action that you discharge this ritual.

Circle of Pain, Minor
Whenever a creature within 10 feet of you takes an action, that creature must make a Fortitude save or suffer 1d6 nonlethal damage. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack.

Circle of Shards, Minor
A vortex of force needles surrounds you. All creatures within 10 feet of you take 1d3 points of piercing damage per round (Reflex save for half damage). This is a force effect, and thus works normally on incorporeal creatures.

Vampiric Circle, Minor
You draw lifeforce from creatures nearby into yourself. Every round, any creature within 10 feet of you takes 1 point of negative energy damage; if any creature is affected this way then you gain 1 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.

Zone of Calm, Minor
This ritual affects a 10 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Any creature within the area must make a Will save each round or be fascinated for 1d4+1 rounds. Any obvious threats allow for additional saving throws against the effect or immediately end the condition, as normal for the fascinated condition.

Zone of Light, Minor
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are dazzled while they remain within the area (no save). This is the equivalent of a 1st level Light effect for the purpose of interacting with Darkness effects.

Least Rituals:

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Circle of Blood, Least
Whenever a creature within 20 feet of you takes hit point damage, increase that damage by 1d4. This ritual affects all creatures (including your allies) within range, except you.

Circle of Despair, Least
Whenever you suffer a penalty, all other creatures within a 30 radius emanation must make a Will save or also suffer that penalty for as long as you have it and they remain in the emanation.

Circle of Good Hope, Least
All allies within 20 feet of you gain the effect of one least ritual that you discharge in the same action that you discharge this ritual. You cannot share Spell Rituals with this ritual.

Circle of Pain, Least
Whenever a creature within 20 feet of you takes an action, that creature must make a Fortitude save or suffer 2d6 nonlethal damage. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack.

Circle of Shards, Least
A vortex of force needles surrounds you. All creatures within 20 feet of you take 1d6 points of piercing damage per round (Reflex save for half damage). This is a force effect, and thus works normally on incorporeal creatures.

Hexed Circle, Least
Whenever a creature other than yourself within 10 feet makes a melee attack, the attacker must make a Will save or the attack is instead directed at a random creature within the attacker's reach instead of its intended target. The redirected attack's target is chosen randomly from all targets the attacker could attack, including the intended target, the attacker itself, you (if you are in range), and creatures the attacker is not aware of or is unable to damage.

Vampiric Circle, Least
You draw lifeforce from creatures nearby into yourself. Every round, any creature within 20 feet of you takes 1d6 points of negative energy damage; if any creature is affected this way then you gain 2 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.

Zone of Clarity, Least
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Charm and Compulsion effects are suppressed within the area but return when outside it (and when the effect ends).

Zone of Cowardice, Least
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are shaken while they remain within the area (no save) and must make a Will save each round or instead become frightened for 1d4 rounds. This is a mind-affecting fear effect that does not stack with other fear effects.

Zone of Fortification, Least
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are immune to critical hits and gain hardness 10.

Zone of the Unseen, Least
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Everything inside the area is invisible to viewers outside the area, and viewers inside the area cannot see outside the area. True seeing nullifies this effect.

Lesser Rituals:

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Circle of Blood, Lesser
Whenever a creature within 30 feet of you takes hit point damage, increase that damage by 3d4. This ritual affects all creatures (including your allies) within range, except you.

Circle of Good Hope, Lesser
All allies within 30 feet of you gain the effect of one lesser ritual that you discharge in the same action that you discharge this ritual, as well as a +1 morale bonus to attack rolls, saves, and skill checks. You cannot share Spell Rituals with this ritual.

Circle of Pain, Lesser
Whenever a creature within 30 feet of you takes an action, that creature must make a Fortitude save or suffer 4d6 nonlethal damage and become sickened for the duration of the ritual. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack. A creature immune to nonlethal damage is also immune to the sickening effect; a sickened creature that moves out of the area of effect receives an additional save to remove the condition.

Circle of Shards, Lesser
A vortex of force needles surrounds you. All creatures within 30 feet of you take 2d6 points of piercing damage per round (Reflex save for half damage); in addition, anyone who fails their Reflex save must make a Fort save at the same DC or be blinded for 1 round. This is a force effect, and thus works normally on incorporeal creatures.

Circle of Torment, Lesser
Whenever you gain a condition, all other creatures within a 30 radius emanation must make a Will save or also gain that condition for as long as you have it and they remain in the emanation.

Hexed Circle, Lesser
Whenever a creature other than yourself within 20 feet makes a melee attack, the attacker must make a Will save or the attack is instead directed at a random creature within the attacker's reach instead of its intended target. The redirected attack's target is chosen randomly from all targets the attacker could attack, including the intended target, the attacker itself, you (if you are in range), and creatures the attacker is not aware of or is unable to damage. You are half as likely as any other creature to be attacked.

Vampiric Circle, Lesser
You draw lifeforce from creatures nearby into yourself. Every round, any creature within 30 feet of you takes 1d8 points of negative energy damage and 1 point of Strength, Dexterity, or Constitution damage (your choice when you trace the ritual; Fort save to negate the ability damage). If any creature is affected this way then you gain 5 temporary hit points. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.

Zone of Alacrity, Lesser
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area suffer the effects of a haste spell as long as they remain in the area (no save).

Zone of Animation, Lesser
This ritual affects a 50-foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Each round, a corpse chosen at random within the area animates as a skeleton or a zombie, similar to the effects of an animate dead spell. If there are no corpses available, a skeleton or zombie is instead summoned into the area, as though with the summon undead II spell. Undead created or summoned by this ritual will not attack you, your allies, or other targets you designate, but are not otherwise under your control. These undead remain only as long as the ritual lasts and only while they remain within its area (they are not aware of the area boundary).

Zone of Lethargy, Lesser
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area suffer the effects of a slow spell as long as they remain in the area (no save).

Zone of Radiance, Lesser
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are blinded while they remain within the area (no save). This is the equivalent of a 3rd level Light effect for the purpose of interacting with Darkness effects.

Greater Rituals:

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Circle of Agony, Greater
Whenever you would take hit point damage, you instead take half as much damage (rounded up), and the rest is divided evenly among all creatures within a 30 foot radius emanation. You choose which such creatures suffer any remaining damage if it cannot be evenly divided. This ritual protects you from taking damage from a Circle of Agony discharged by any other creature..

Circle of Blood, Greater
Whenever a creature within 50 feet of you takes hit point damage, increase that damage by 6d4, and the following round they take 1d6 damage of the same type (a single creature can only take 2d6 total damage of a given type the following round). This ritual affects all creatures (including your allies) within range, except you.

Circle of Chaos, Greater
Each round, each creature within a 30 foot radius emanation (centered on you) must make a Will save or become confused for 1 round. This affects all creatures in the area other than you, including your allies.

Circle of Good Hope, Greater
All allies within 50 feet of you gain the effect of one greater ritual that you discharge in the same action that you discharge this ritual, as well as a +3 morale bonus to attack rolls, saves, and skill checks. You cannot share Spell Rituals with this ritual.

Circle of Pain, Greater
Whenever a creature within 50 feet of you takes an action, that creature must make a Fortitude save or suffer 8d6 nonlethal damage and become nauseated for the duration of the ritual; that creature is sickened for the duration of the ritual on a successful save. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack. A creature immune to nonlethal damage is also immune to the sickening and nauseating effects; a sickened or nauseated creature that moves out of the area of effect receives an additional save to remove the condition.

Circle of Shards, Greater
A vortex of force needles surrounds you. All creatures within 50 feet of you take 5d6 points of piercing damage per round (Reflex save for half damage); in addition, anyone who fails their Reflex save must make a Fort save or be blinded for the remaining duration of the ritual effect. This is a force effect, and thus works normally on incorporeal creatures.

Hexed Circle, Greater
Whenever a creature other than yourself within 30 feet makes a melee attack, the attacker must make a Will save or the attack is instead directed at a random creature within the attacker's reach instead of its intended target. The redirected attack's target is chosen randomly from all targets the attacker could attack, including the intended target, the attacker itself, and creatures the attacker is not aware of or is unable to damage. You will never be targeted unless you are the only valid target, and your enemies are twice as likely to be targeted as any other possible targets.

Vampiric Circle, Greater
You draw lifeforce from creatures nearby into yourself. Every round, any creature within 50 feet of you takes 3d8 points of negative energy damage and 1 point each of Strength, Dexterity, and Constitution damage (Fort save to negate the ability damage); you gain 3 temporary hit points for each creature affected this way. Temporary hit points from this ritual stack with each other, and last until used up or the ritual effect ends.

Zone of Animation, Greater
This ritual affects a 50-foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Each round, two corpses chosen at random within the area animate as skeletons or zombies, similar to the effects of an animate dead spell. If there are no corpses available, an allip or ghast is instead summoned into the area, as though with the summon undead IV spell. Undead created or summoned by this ritual will not attack you, your allies, or other targets you designate, but are not otherwise under your control. These undead remain only as long as the ritual lasts and only while they remain within its area (they are not aware of the area boundary).

Zone of Imprisonment, Greater
This ritual affects a 30 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area must succeed on a Will save each time they try to leave it by any means, including teleportation or planar ravel. On a failed save, they cannot move out of its area, and effects that would remove them from its area fail to do so.

Advanced Rituals:

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Annihilation Zone, Advanced
Three rounds after discharging this ritual, all matter within 30 feet of your space when you discharged it is completely annihilated, as if it had come in contact with a Sphere of Annihilation.

Circle of Blood, Advanced
Whenever a creature within 75 feet of you takes hit point damage, increase that damage by 12d4, and the following round they take 2d6 damage of the same type (a single creature can only take 6d6 total damage of a given type the following round). This ritual affects all creatures (including your allies) within range, except you.

Circle of Good Hope, Advanced
All allies within 75 feet of you gain the effect of one advanced ritual that you discharge in the same action that you discharge this ritual, as well as a +5 morale bonus to attack rolls, saves, and skill checks. You cannot share Spell Rituals with this ritual.

Circle of Peace, Advanced
Attacks cannot be made against or by creatures within 75 feet of you. Such creatures are immune to any new sources of damage, conditions, or penalties.

Circle of Pain, Advanced
Whenever a creature within 50 feet of you takes an action, that creature must make a Fortitude save or fall unconscious for the duration of the ritual; that creature suffers 8d6 nonlethal damage and is nauseated for the duration of the ritual on a successful save. This ritual affects all creatures (including your allies) within range, except you; if a creature makes multiple attacks with a full attack action, they must save for each attack. A creature immune to nonlethal damage is also immune to the other effects of the ritual; a sickened, nauseated, or unconscious creature that moves out of the area of effect receives an additional save to remove the condition.

Circle of Shards, Advanced
A vortex of force needles surrounds you. All creatures within 75 feet of you take 10d6 points of piercing damage per round (Reflex save for half damage); in addition, anyone who fails their Reflex save must make a Fort save at the same DC or be blinded permanently. This is a force effect, and thus works normally on incorporeal creatures.

Hexed Circle, Advanced
Whenever a creature other than yourself within 50 feet makes a melee attack, the attacker must make a Will save or the attack is instead directed at a random creature within the attacker's reach instead of its intended target. The redirected attack's target is chosen randomly from all targets the attacker could attack, including the intended target, the attacker itself, and creatures the attacker is not aware of or is unable to damage. You and your allies will never be targeted unless you are the only valid target; if the attack is redirected back at the attacker, the attack automatically threatens and confirms a critical hit.

Vampiric Circle, Advanced
You draw lifeforce from creatures nearby into yourself. Every round, any creature within 75 feet of you takes 6d8 points of negative energy damage and 1d4 points each of Strength, Dexterity, and Constitution damage (Fort save to negate the ability damage); you gain 7 temporary hit points for each creature affected this way. Temporary hit points from this ritual stack with each other, and last for 1 hour or until used up.

Zone of Life, Advanced
This ritual affects a 50 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Whenever a creature within the affected area dies, 3 rounds later it gains the benefit of a resurrection spell (provided the ritual is still active).

Zone of Imprisonment, Advanced
This ritual affects a 50 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area must succeed on a Will save each time they try to move by any means, including teleportation or planar ravel. On a failed save, they cannot move, and effects that would move them fail to do so. You can move freely, but must make a Will save to leave the zone (as per the Greater Zone of Imprisonment ritual).

*Note: abilities which are functionally similar to Bardic Music, such as a Virtuoso's Virtuoso Performance or a Jongleur's Soul Music, may be used to meet this requirement, and in place of Bardic Music for the purposes of Glyphchanter class features.

Weapon Proficiencies: A Glyphchanter gains no new weapon or armor proficiencies.

Ritual tracing: At each level after 1st, a Glyphchanter gain an increase in tracer level, number of simultaneous charged rituals, and rituals known as if she gained a level in a ritual tracing class she had levels in before entering this prestige class. She does not, however, gain any other benefit a character of that class would have gained, such as access to new ritual strengths or other class features. If she has levels in more than one ritual-tracing class, she must choose which class to apply these levels to for the increases described above. At 4th level, she gains access to lesser rituals, and at 8th level she gains access to greater rituals, if she did not have such access already; this access functions exactly as if she had gained the ability from her original ritual tracing class, including which class rituals she learns.

Bardic music: A Glyphchanter adds her class level to her bard level to determine the number of times per day she can use her bardic music, the bardic music abilities she can employ, and the power of those abilities.

Chant glyph (Su): Upon entering this class, a Glyphchanter learns to avoid physically producing the glyphs required for tracing rituals, instead substituting an arcane chant. She no longer needs trace any diagrams, though her rituals still cannot be traced while silenced.

Songtrace (Su): A Glyphchanter learns to use the intrinsic magic of her music, melding the melodies with the arcane power of her rituals. By spending a use of her Bardic Music ability as a standard action, the Glyphchanter can replicate the effect of a minor ritual she knows, even if she does not have it charged. She gains the benefit of the ritual for as long as she continues playing, up to a maximum number of rounds equal to the normal duration of a ritual she discharges; when she finishes playing, the effect ends immediately. At 4th level, and every 3 levels after, the Glyphchanter can use this ability to replicate the effect of a ritual of a higher tier, as shown on the table above. This counts as a Bardic Music effect.

Sonorous song (Su): Beginning at 2nd level, a Glyphchanter learns to temporarily transform herself into a being of sonorous energy. As a standard action, she may discharge a charged Sonorous Chant ritual that she has charged and expend a use of her Bardic Music ability at the same time to grant herself the Sonorous template for a number of rounds equal to her Charisma modifier. The sensory abilities of the template are determined by the tier of ritual the Glypchanter discharges when she activates this ability. This counts as a Bardic Music effect.

Crawling chant (Su): At 3rd level, a Glyphchanter's command of music and rituals teaches her to combine them in interesting ways. Whenever the Glyphchanter activates her Bardic Music ability, she may discharge a Crawling Ritual ritual she has charged as part of the same action to incarnate the music as a crawling glyph. Rather than being associated with a ritual, the crawling glyph is associated with the Bardic Music effect the Glyphchanter used; in addition, all of the Glypchanter's allies gain the benefit of the Bardic Music effect (if appropriate) whenever they are within 30 feet of the crawling glyph.

Song of great hope (Su): By the time she achieves 5th level, a Glyphchanter understands the magic inherent in her music, and how to use that to influence the minds and hearts of her allies. Whenever the Glyphchanter uses her Bardic Music ability to grant a morale bonus to her allies, she may discharge a Circle of Good Hope ritual that she has charged to increase the morale bonus by an amount dependent on the strength of the ritual, as shown in the table below.
{table=head]Ritual Strength|Bonus
Minor|+1
Least|+2
Lesser|+3
Greater|+4
Advanced|+6[/table]

Improved chant glyph (Su): Starting at 6th level, a Glyphchanter's command of chanted rituals has reached the level of mastery. She can trace rituals through chanting alone, and no longer needs to supply blood.

Improved sonorous song (Su): Upon reaching 8th level, the beautiful, haunting sonority of a Glypchanter's song is contagious. The Glyphchanter may have her Sonorous Song ability target a willing ally within 30 feet instead of herself.

Improved song of great hope (Su): At 9th level, a Glyphchanter learns to infuse the bolstering music she knows into her rituals. Whenever she discharges a Circle of Good Hope ritual that she has charged, the morale bonus granted by the ritual (if any) is increased by +1 per 5 ranks in Perform the Glyphchanter has.

Final chant (Su): When a Glyphchanter achieves 10th level, she is a true master of arcane chant. She has internalized the rhythms and cadences so completely that she need only audiate the chant in her mind, without needing to produce physical sound. The Glypchanter no longer needs to chant when tracing rituals -- simply meditating for the required time is enough, and she can trace rituals while silenced.

In addition, the Glyphchanter can allow the magic of the chant to overwhelm her physical essence. As long as she has a Sonorous Chant ritual charged, and at least one Bardic Music daily use remaining, she may assume or shed the Sonorous template at will as an immediate action, without needing to discharge the charged ritual or expend a Bardic Music use. The sensory abilities of the template are determined by the highest strength of Sonorous Chant she has charged at the time.

PLAYING A GLYPHCHANTER
As a Glyphchanter, your lilting voice carries the weight of magic and tradition. The arcane and archaic patterns you intone are infused with the power of ritual magic.Combat: As a ritual tracer, you have a large number of options in combat. In particular, you are excellent at buffing yourself and others with both rituals and bardic music; you also have a number of BFC or debuffing options from your rituals.Advancement: Classes which increase your ritual prowess (such as Ritual Chandler or Ritual Prophet) play heavily on your strengths.Resources: What resources might a member of this PrC be able to draw on..

GLYPHCHANTER IN THE WORLDAnd then Sameon came to the stone, and spoke words in arcane rhythm, and the stone opened upon him, revealing its riches for all to see.

While bards are well known, the art of ritual tracing is quite obscure, and so there is no real general perception of Glyphchanters. If there was, however, it would be of a group of amateur bardic sages who spend years locked away in forgotten libraries, and can produce bizarre and amazing effects.Daily Life: A glyphchanter spends much of her time in study, perusing dusty tomes and practicing chants. 10 minutes of vocal warmup precede a long session of ritual tracing, charging herself with magical energy.Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

GLYPHCHANTER IN THE GAME
Ritual tracers are quite versatile, being able to contribute with buffs (both personal and party), battlefield control, or utility powers. A glyphchanter in particular is an excellent buffer, using her bardic music to complement her rituals.Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Re: Ritual Magic (a homebrew subsystem)

Redeemed

RequirementsSkills: Knowledge (Religion) 10 ranks, Knowledge (The Planes) 10 ranksFeats: Blood CurseSpecial: Dark Infusion class featureSpecial: Must receive the benefit of an atonement spell cast by a good-aligned outsider, which changes your alignment to good. This alignment change may cause you to lose the benefit of class features (see, for example, the Ex-Witchblood entry in the Witchblood class description).

Ritual casting: You gain the ability to trace rituals, which are magical effects similar to a spells. See post #2 for details and rules for ritual tracing. You can trace a ritual at any time, any number of times per day. The duration of your ritual effects is equal to 2 rounds per Redeemed level, and the tracer level of your rituals is equal to your Redeemed level. The DC to resist the effect of any of your rituals is equal to your 10 + your Charisma modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.

You begin by knowing every general minor ritual, as well as the minor rituals on your class list, below. You can have a number of minor rituals equal to your Charisma modifier charged at any one time. At 3rd level, you learn how to trace least rituals, and you know every general least ritual, as well as the least rituals on your class list, below. Similarly, at 5th level you learn to trace lesser rituals, at 7th level you learn to trace greater rituals, and at 9th level you learn to trace advanced rituals. Unlike rituals of lower strength, there are no general advanced rituals; the only advanced rituals you know are the ones on your class list, below.

For rituals stronger than minor, you can have a number of them charged at any time as shown on the table above, and you gain bonus charges equal to half your Charisma modifier, rounded down. When you reach 5th level and gain access to lesser rituals, you cannot trace a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, a 5th-level Redeemed with one least ritual and one lesser ritual charged must trace a second least ritual before tracing a second lesser ritual.

At 7th level, when you learn how to trace greater rituals, you cannot trace a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 7th-level Redeemed with one each least, lesser, and greater rituals charged could not trace another greater ritual until she had at least one more least and one more lesser ritual charged.

When you reach 9th level and are able to trace advanced rituals, you cannot trace an advanced ritual unless you have at least one more each least ritual, lesser ritual, and greater ritual than advanced rituals already charged. For example, a 9th-level Redeemed with one each least, lesser, greater, and advanced rituals charged could not trace another advanced ritual until she traced at least one more least, lesser, and greater ritual each.

Conversion: When you enter this class, if you have any of the following feats, replace them as shown in the table below. If you already have the replacement feat, you instead gain a bonus exalted feat for which you meet the prerequisites. However, if you ever willingly perform an evil act, you lose all benefits of this prestige class until you receive the benefit of an atonement spell from the same good-aligned outsider that cast it originally.
{table=head]Original Feat | Replacement
Blood Curse | Blood Bond
Sacrificial Ritual | Blood Ceremony
Sacrificial Animation | Any exalted feat for which you meet the prerequisites[/table]

Bright menace (Su): You gain the ability to emit an aura of menace whenever you are angry. You may begin or end this effect as a swift action. While this ability is active, any opponent within 30 feet must make a Will save (DC 10 + your class level + your Charisma modifier) or take a penalty on attacks, AC, and saves equal to half your class level (minimum -1) for 24 hours or until they successfully hit you in combat. An opponent who resists or breaks the effect cannot be affected again for 24 hours.

Bright attendant: At 2nd level, you gain a companion to attend you, sent by your guardian patron. The companion you gain depends on your alignment: if you are lawful good, you gain a lantern archon; if you are neutral good, you gain a musteval guardinal; and if you are chaotic good, you gain a coure eladrin. Your bright attendant gains in power as you increase in level, as described below. If your attendant dies, you must make a DC 15 Fortitude saving throw or lose 200xp per redeemed level; success reduces the loss to one-half that amount. However, your experience point total can never go below 0 as the result of the bright attendant's demise. A slain bright attendant is replaced after one month.

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Bright Attendant

Basics
Use the basic statistics for a creature of the attendant's kind, but make the following changes:

Hit Dice -- For the purpose of effects related to number of Hit Dice, use the redeemed's character level or the attendant's normal HD total, whichever is higher.

Attacks -- The attendant uses the redeemed's base attack bonus, as calculated from all her classes. Use the attendant's Dexterity or Strength modifier, whichever is greater, to get the attendant's attack bonus with its natural weapons. Damage equals that of a normal creature of the attendant's kind.

Saving Throws -- For each saving throw, use either the attendant's base save bonus (Fortitude +3, Reflex +3, Will +3) or the redeemed's (as calculated from all her classes), whichever is better. The attendant uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the redeemed might have on saves.

Skills -- For each skill in which either the redeemed or the attendant has ranks, use either the normal skill ranks for a creature of that type or the redeemed's skill ranks, whichever are better. In either case, the attendant uses its own ability modifiers. Regardless of an attendant's total skill modifiers, some skills may remain beyond the attendant's ability to use.

Bright Attendant Ability Descriptions
Every attendant has special abilities (or imparts abilities to their redeemed) depending on the redeemed's class level level, as shown on the table above. The abilities given on the table are cumulative.

Natural Armor Adj. -- The number noted here is an improvement to the attendant's existing natural armor bonus.

Int -- A bonus to the attendant's Intelligence score.

Alertness (Ex) -- While an attendant is within arm’s reach, the redeemed gains the benefit of the Alertness feat.

Improved Evasion (Ex) -- When subjected to an attack that normally allows a Reflex saving throw for half damage, an attendant takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Rituals -- At the redeemed's option, she may have any ritual she discharges also affect her bright attendant. The attendant must be within 5 feet at the time of discharging to receive the benefit; if the attendant moves farther than 5 feet away, the ritual stops affecting the attendant, and will not affect it again even if it returns to the redeemed before the duration expires. This ability does not work on Zone rituals, or class features that replace the normal effect of a ritual.

Telepathy (Su) -- Starting at 5th level, the redeemed has a telepathic link with the bright attendant out to a distance of 1 mile. The redeemed cannot see through the attendant's eyes; however, because of this telepathic link, the redeemed has the same connection to an item or place that her bright attendant does.

Bright Song (Su) -- If the redeemed is 5th level or higher, she can discharge a currently charged ritual to allow her bright attendant to inspire her allies, as per the inspire courage bardic music effect. The radius of the effect and the bonus granted depends on the strength of the discharged ritual, as shown in the following table. The duration of the bonus is equal to the original duration of the ritual.
{table=head]Ritual Type | Radius | Bonus
Minor | 20 feet | +1
Least | 30 feet | +2
Lesser | 40 feet | +3
Greater | 60 feet | +4
Advanced | 90 feet | +5[/table]

Bright renewal I: When you reach 4th level, the touch of your patron's beneficence infuses you with new resolve. Your Strength increases by 2 points, and you become immune to disease. In addition, you gain resistance to acid, cold, and electricity equal to the number of rituals you have charged at any given time.

Radiance: Beginning at 6th level, you may discharge one of your charged rituals as a standard action to activate this ability. You release radiant positive energy in a burst emanating from your square, which heals living creatures and damages undead and evil outsiders (Reflex save for half damage, with a DC equal to the original DC of the ritual). You heal or deal dice of damage equal to your class level; the size of the damage dice and the radius of the burst depend on the strength of the discharged ritual, as shown in the following table; the "damage die" column shows first the size of the healing die, and second the size of the damage die for undead and evil outsiders.
{table=head]Ritual Strength | Damage die | Radius
Minor | 1d2/1d4 | 10 feet
Least | 1d4/1d6 | 20 feet
Lesser | 1d6/1d8 | 30 feet
Greater | 1d8/1d10 | 50 feet
Advanced | 1d10/2d6 | 75 feet[/table]

Bright renewal II: At 8th level, your body displays more signs of perfection. Your Charisma increases by 2 points, and you gain damage reduction /evil equal to the number of rituals you have charged at any given time.

Bright metamorphosis: When you reach 10th level, your metamorphosis is complete. Your Charisma and Intelligence each increase by 2 points, your type changes to outsider with the good subtype, and you grow a pair of feathered wings that allow you to fly with good maneuverability, at a speed equal to 5 feet per ritual you have charged at any given time.

Re: Ritual Magic (a homebrew subsystem)

Circle of Good Hope, Minor
All allies within 10 feet of you gain the effect of one minor ritual that you discharge in the same action that you discharge this ritual.

Ritual of Attraction, Minor
Ranged attacks made against targets within 10 feet of you (enemies and allies alike) have a 33% chance to instead be made against you.

Ritual of Independence, Minor
All charm and compulsion effects currently affecting you are suppressed for the duration of this ritual.

Ritual of Intuition, Minor
Once per round, you can choose to gain a +1 insight bonus to a single d20 roll as an immediate action.

Ritual of Parity, Minor
You gain a +4 competence bonus on all opposed checks and rolls. This bonus cannot increase your modifier to greater than the highest modifier of all others participating in the opposed check.

Ritual of Recovery, Minor
Each round, you heal 2 points of damage. For every 2 points of lethal damage healed, you suffer 1 point of nonlethal damage. This damage cannot be prevented, and affects you even if you are normally immune to nonlethal damage. This ritual does not heal nonlethal damage.

Sonorous Chant, Minor
You summon a sonorous creature, which must be an animal with a CR no greater than 1 and no more than 3 HD. At the end of the duration the creature dissipates harmlessly.

Zone of Calm, Minor
This ritual affects a 10 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Any creature within the area must make a Will save each round or be fascinated for 1d4+1 rounds. Any obvious threats allow for additional saving throws against the effect or immediately end the condition, as normal for the fascinated condition.

Zone of Light, Minor
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are dazzled while they remain within the area (no save). This is the equivalent of a 1st level Light effect for the purpose of interacting with Darkness effects.

Least Rituals:

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Circle of Good Hope, Least
All allies within 20 feet of you gain the effect of one least ritual that you discharge in the same action that you discharge this ritual. You cannot share Spell Rituals with this ritual.

Ritual of Resistance, Least
You gain a +2 resistance bonus to saving throws.

Sonorous Chant, Least
You summon a sonorous creature, which must be an animal with a CR no greater than 1 and no more than 3 HD. At the end of the duration the creature dissipates harmlessly.

Zone of Clarity, Least
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Charm and Compulsion effects are suppressed within the area but return when outside it (and when the effect ends).

Zone of Fortification, Least
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are immune to critical hits and gain hardness 10.

Lesser Rituals:

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Circle of Good Hope, Lesser
All allies within 30 feet of you gain the effect of one lesser ritual that you discharge in the same action that you discharge this ritual, as well as a +1 morale bonus to attack rolls, saves, and skill checks. You cannot share Spell Rituals with this ritual.

Ritual of Resistance, Lesser
You gain a +4 resistance bonus to saving throws, and you do not automatically fail saving throws on a roll of 1.

Ritual of Restoration, Lesser
You heal 1 point of ability damage to the ability score of your choice when you discharge this ritual, and one additional point per minute for the duration.

Sonorous Chant, Lesser
You summon a sonorous creature, which must be an animal with a CR no greater than 1 and no more than 3 HD. At the end of the duration the creature dissipates harmlessly.

Spirits Cast in Iron, Lesser
Your armor and shield bonuses to your Armor Class also apply against incorporeal touch attacks. Attacks you make are treated as though they were made with Ghost Touch weapons for the purpose of affecting incorporeal creatures. You can discharge this ritual's effects, ending them before the ritual's normal duration is over, as an immediate action to become incorporeal until the beginning of your next turn.

Zone of Alacrity, Lesser
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area suffer the effects of a haste spell as long as they remain in the area (no save).

Zone of Radiance, Lesser
This ritual affects a 20 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Creatures within the area are blinded while they remain within the area (no save). This is the equivalent of a 3rd level Light effect for the purpose of interacting with Darkness effects.

Greater Rituals:

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Call of the Undying Warrior, Greater
If you would die, you instead die one round later. You are immune to all negative effects (including damage) of new effects during this time. 1d4 rounds after you die, you are resurrected as per the resurrection spell.

Circle of Good Hope, Greater
All allies within 50 feet of you gain the effect of one greater ritual that you discharge in the same action that you discharge this ritual, as well as a +3 morale bonus to attack rolls, saves, and skill checks. You cannot share Spell Rituals with this ritual.

Ritual of Resistance, Greater
You gain a +6 resistance bonus to saving throws, you do not automatically fail saving throws on a roll of 1, and once per round you may roll twice for a saving throw and choose the better result.

Ritual of Restoration, Greater
You heal 2 points of ability damage to the ability score of your choice when you discharge this ritual, and one additional point per 5 rounds for the duration.

Sonorous Chant, Greater
You summon a sonorous creature, which must be an animal with a CR no greater than 1 and no more than 3 HD. At the end of the duration the creature dissipates harmlessly.

Advanced Rituals:

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Allied Covenant, Advanced
All allies within 30 feet of you are linked. If damage would be taken by any linked ally, any other linked allies can instead divide it as they choose amongst themselves. If one or more allies would be subject to an effect that allows a saving throw, all allies make a saving throw against that effect and all use the best result. If an attack would be made against one or more allies, that attack roll is checked the best armor class amongst all affected allies.

Circle of Good Hope, Advanced
All allies within 75 feet of you gain the effect of one advanced ritual that you discharge in the same action that you discharge this ritual, as well as a +5 morale bonus to attack rolls, saves, and skill checks. You cannot share Spell Rituals with this ritual.

Circle of Peace, Advanced
Attacks cannot be made against or by creatures within 75 feet of you. Such creatures are immune to any new sources of damage, conditions, or penalties.

Ritual of Restoration, Advanced
You heal 3 points of ability damage to the ability score of your choice when you discharge this ritual, and one additional point per round for the duration.

Ritual of Retribution, Advanced
Whenever any creature deals damage to you, that creature takes the same type and amount of damage.

Sonorous Chant, Advanced
You summon a sonorous creature, which must be an animal with a CR no greater than 1 and no more than 3 HD. At the end of the duration the creature dissipates harmlessly.

Zone of Life, Advanced
This ritual affects a 50 foot radius emanation centered on a corner of your space. The affected area is determined when you discharge the ritual, and does not move with you. Three rounds after this ritual is discharged, any dead creature within the affected area gains the benefit of the resurrection spell, at which point the ritual ends.

Weapon and Armor Proficiency: You gain no new proficiency in weapons, armor, or shields.

Ritual tracing: At each level, you gain an increase in tracer level, number of simultaneous charged rituals, and rituals known as if you gained a level in a ritual tracing class you had levels in before entering this prestige class. You do not, however, gain any other benefit a character of that class would have gained, such as access to new ritual strengths or other class features. If you have levels in more than one ritual-tracing class, you must choose which class to apply these levels to for the increases described above. At 4th level, you gain access to lesser rituals, and at 8th level you gain access to greater rituals, if you did not have such access already; this access functions exactly as if you had gained the ability from your original ritual tracing class, including which class rituals you learn.

Soul Binding Bonus: At each ritual binder level, your soul binding ability improves as if you had also gained a level in whatever class you gained the soul binding ability from. Your ritual binder levels and your levels in that class stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a member of that class would have gained.

Exploit vestige (Su): At 2nd level, you learn how to use a bound vestige to boost your ritual tracing. With this ability, you can choose to forego gaining one of the vestige’s granted abilities in order to gain one additional simultaneous charge slot. You decide which ability to give up before you make the binding check, and you can forego only one ability per day in this manner, even if you can bind multiple vestiges. Vestiges react poorly to your use of this ability, so you take a –5 penalty on your binding check. If you make a good pact despite this penalty, you gain a charge slot in exchange for the ability you gave up. If you make a poor pact (that is, you fail your binding check), you do not gain the extra charge slot, and you still give up the designated ability for the day. When you use this ability and make a good pact, you sever a portion of the bound vestige’s awareness of the world that it would normally receive through you. Essentially, your binding amounts to a certain amount of trickery. The vestige being bound expects to be able to experience life through its binder, but when you make a good pact, you partially suppresses the benefit the vestige receives, making it uncomfortable and angry.

Vestigial awareness (Su): Beginning at 3rd level, you can force your bound vestige to focus on alerting you to danger rather than letting it revel in the sensations that it perceives through your pact. Whenever you make a good pact with a vestige, you gain a +2 bonus on initiative checks for the duration of the pact.

Vestige metaritual (Su): At 5th level, you can use a bound vestige to augment your rituals by temporarily giving up access to its powers. Using vestige metaritual is a swift action that does not provoke attacks of opportunity. Choose one of the vestiges to which you are bound whenever you activate this ability. You can then apply the effects of any metaritual feat that you possess to a ritual you trace that round, without increasing the tracing time or the number of charge slots it takes up. However, when you discharge the augmented ritual, you lose access to all the abilities and powers granted by the chosen vestige upon activation and do not regain them for 5 rounds. You cannot use this ability if you do not have a vestige bound, or if you do not currently have access to its abilities (through the use of this ability, an antimagic field, or some other effect). Vestige metaritual is usable once per day at 5th level, two times per day at 7th level, and three times per day at 9th level.

Vestige tracing (Su): At 10th level, you can use a bound vestige’s power to trace a ritual outside the normal limits of time and magic. Once per day, you can trace any ritual that you know as a standard action. You need not meet any of the normal conditions for tracing the ritual (solid surface, free movement, vocalizing, or 1 damage) as the vestige supplies the requirements for you; however, you may not augment the ritual using items, feats, or other class features in any way.

Weapon and Armor Proficiencies: A ritual chandler gains no new weapon or armor proficiencies.

Ritual tracing: At each level, you gain an increase in tracer level, number of simultaneous charged rituals, and rituals known as if you gained a level in a ritual tracing class you had levels in before entering this prestige class. You do not, however, gain any other benefit a character of that class would have gained, such as access to new ritual strengths or other class features. If you have levels in more than one ritual-tracing class, you must choose which class to apply these levels to for the increases described above. At 5th level, you gain access to lesser rituals, and at 9th level you gain access to greater rituals, if you did not have such access already; this access functions exactly as if you had gained the ability from your original ritual tracing class, including which class rituals you learn.

Craft reserve: Crafting a ritual incense requires expenditure of time, wealth, and XP just like crafting any other magic item. However, you gain a craft reserve (as shown on the table above) which can be used to cover the XP cost of crafting ritual incenses and candles (see below). Each time you gain a new level, you receive a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. You can also use your craft reserve to supplement the XP cost of a ritual incense or candle you are crafting, taking a portion of the cost from your craft reserve and a portion from your own XP.

Bonus metaritual feat: At 1st level, you gain a bonus metaritual feat for which you meet the prerequisites.

Ritual candle: Upon entering this class, you learn to make Ritual Candles, a special variation on ritual incense with enhanced properties. A ritual candle is essentially a ritual incense which is already partially traced, giving the user more versatility in how it is used. Only those rituals which affect an area can be made into ritual candles. Crafting a ritual candle is just like crafting any other magical item, but they can only be crafted by ritual chandlers. The market price for a ritual candle is 75gp per tracer level, multiplied by an amount based on the strength of the ritual as shown in the table for Ritual Incense; it is three times the cost of a stick of Ritual Incense crafted with the same ritual.

However, unlike a ritual incense, a ritual candle requires the crafter to partially trace the ritual contained within. The crafting process has the same requirements as tracing the given ritual in addition to the normal requirements for crafting an item, and enough of the crafter's blood to deal damage equal to the ritual's save DC. The resulting ritual also depends on the abilities of the crafter (in terms of duration, save DC, etc.), and not the creature that uses the candle. The duration of the ritual stored in a ritual candle is one round per tracer level.

While using a ritual incense charges the ritual for the user (to be discharged as normal at a later point), a ritual candle immediately generates the effect of the enclosed ritual when it is used. The creature that uses the candle gains any special benefits of the ritual as normal, but the effect of the ritual is always centered on the candle's square and not the creature that used it. This allows the user to light the candle and then depart, leaving the effect of the ritual intact. Using a ritual candle is a standard action that does not provoke attacks of opportunity.

Beginning at 4th level, you can create ritual candles which are reusable. You can activate such a candle by spending a standard action as normal, and then deactivate it with another standard action. You may do this as many times as you like until the total amount of time that the candle has been active is equal to the duration of the stored ritual. For example, a ritual candle with a tracer level of 20 could be used 20 times in one-round increments before the candle was used up.

At 7th level, you learn how to build a delay into the activation of a ritual candle. Such a candle, when activated, takes effect a number of rounds later of your choice, up to twice your Ritual Chandler level. For example, a 7th-level Ritual Chandler could create a delay of anywhere from 0 to 14 rounds (a candle with a 0-round delay takes effect immediately).

Once you reach 10th level, you can create a permanent candle. Such a candle costs four times as much as a normal ritual candle, and you may only have one such candle at a time (you can destroy a permanent candle using the Harvest Candle ability, described below). A permanent candle can be reused (as the 4th-level ability) any number of times, for any number of rounds. Only you may activate or deactivate a permanent candle.

Charge incense (Su): Beginning at 2nd level, whenever you use a ritual incense, you may choose to use your tracer level for rituals instead of the tracer level of the incense. You may use this ability once per day per class level.

Power incense (Su): Once you reach 3rd level, whenever you use a ritual incense, you may choose to use your save DC for the given ritual instead of the normal save DC of the incense. You may use this ability once per day per class level.

Harvest candle (Su): At 5th level, you gain the ability to recover the ritual magic which remains in reusable ritual candles. This ability works as an artificer's Retain Essence class feature, except that you recover an amount of the total xp equal to the fraction of duration remaining in the candle. A permanent candle counts as having all of its duration remaining at all times.

Split candle: Beginning at 6th level, while crafting a reusable candle, you can divide it up into two or more segments, each with a portion of the full duration of the candle. Each segment acts as a normal reusable candle with the given duration (of minimum 1 round), chosen at crafting time. For example, a ritual chandler crafting a reusable candle with a tracer level of 10 could divide those 10 rounds up however he chose among the segments. Each segment can be activated individually at any time as normal, and the segments need not be connected to each other. Any delay built into the activation applies to each segments.

Metaritual incense At 8th level, you gain the ability to apply metaritual feats you know to ritual incenses. Whenever you activate a ritual incense, you may pay 5xp times the number of extra charges a metaritual feat would require to apply that metaritual feat to the ritual contained in the incense. The xp may be paid from your Craft Reserve or your character XP pool as normal.

Weapon and Armor Proficiency: You are proficient with simple weapons and one martial weapon of your choice, as well as light armor and light shields.

Ritual tracing: You gain the ability to trace rituals, which are magical effects similar to a spells. See post #2 for details and rules for ritual tracing. You can trace a ritual at any time, any number of times per day. The duration of your ritual effects is equal to 1 round per class level, and the tracer level of your rituals is equal to your class level. The DC to resist the effect of any of your rituals is equal to your 10 + your Intelligence modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.

You begin by knowing every general minor ritual, as well as the minor rituals on your class list, below. You can have a number of minor rituals equal to your Intelligence modifier charged at any one time. You also learn how to trace least rituals, and you know every general least ritual, as well as the least rituals on your class list, below. At 4th level, you learn to trace lesser rituals, at 7th level you learn to trace greater rituals, learning all general and class rituals of the appropriate grade when you gain access to them.

For rituals stronger than minor, you can have a number of them charged at any time as shown on the table above, and you gain bonus charges equal to half your Intelligence modifier, rounded down. When you reach 4th level and gain access to lesser rituals, you cannot trace a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, a 4th-level ritual expert with one least ritual and one lesser ritual charged must trace a second least ritual before tracing a second lesser ritual.

At 7th level, when you learn how to trace greater rituals, you cannot trace a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 7th-level ritual expert with one each least, lesser, and greater rituals charged could not trace another greater ritual until she had at least one more least and one more lesser ritual charged.

Ritual awareness: Starting at 2nd level, your senses are heightened by the charged magic of your rituals. You gain a +1 bonus to initiative checks and Reflex saves for each ritual you have charged at any time. The bonus increases by +1 at 5th level, and again at 8th level.

Bonus skill trick: At 3rd, 6th, and 9th level, you learn a bonus skill trick of your choice for which you meet the prerequisites. These do not count against the normal limit of skill tricks you can learn.

Enduring ritual: At 5th level, whenever you discharge a ritual the effects last for 2 rounds per class level.

Evasion: Beginning at 6th level, you gain evasion as the rogue class feature. If you already have evasion from another source, you instead gain improved evasion.

Ritual bond: When you reach 10th level, your mastery of ritual tracing is complete. Choose one least ritual that you know, which is not a Spell Ritual; you are constantly under the effect of that ritual. If your bonded ritual ends for any reason (such as being dispelled, or ending due to the wording of the ritual), it resumes its normal effect after 1d4 minutes.

Re: Ritual Magic (a homebrew subsystem)

Ritual Expert Class Ritual List

Least Rituals:

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Expert's Spell Ritual, Least
This ritual duplicates the effect of one enchantment, illusion, or transmutation spell of 1st level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Expert's Spell Ritual, Least

Ritual of Competence, Least
You gain a +5 competence bonus on all skill checks.

Ritual of Detection, Least
You can use detect magic and detect secret doors as spell-like abilities at will.

Ritual of Nondetection, Least
You can use invisibility as a spell-like ability at will, targeting yourself only.

Ritual of Precision, Least
You gain +2d6 sneak attack damage, which stack with other sources of sneak attack damage.

Ritual of Stealth, Least
You gain a +8 competence bonus to Hide and Move Silently checks.

Lesser Rituals:

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Expert's Spell Ritual, Lesser
This ritual duplicates the effect of one enchantment, illusion, or transmutation spell of 3rd level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Expert's Spell Ritual, Lesser

Ritual of Competence, Lesser
You gain a +10 competence bonus on all skill checks, and can use all skills untrained.

Ritual of Nondetection, Lesser
You can use greater invisibility and nondetection as spell-like abilities at will, targeting yourself only.

Ritual of Precision, Lesser
You gain +4d6 sneak attack damage (which stacks with other sources of sneak attack damage), and you can make death attacks as an assassin of your class level (including the requirement for 3 rounds of study).

Ritual of Stealth, Lesser
You gain a +12 competence bonus to Hide and Move Silently checks, and you can use the Hide skill even while being observed.

Greater Rituals:

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Expert's Spell Ritual, Greater
This ritual duplicates the effect of one enchantment, illusion, or transmutation spell of 5th level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Expert's Spell Ritual, Greater

Ritual of Competence, Greater
You gain a +15 competence bonus on all skill checks, and can use all skills untrained. In addition, when you trace this ritual choose any one skill; for the duration of this effect you treat that skill as if you have max ranks in it.

Ritual of Nondetection, Greater
You can use superior invisibility and mind blank as spell-like abilities at will, targeting yourself only.

Ritual of Precision, Greater
You gain +6d6 sneak attack damage (which stacks with other sources of sneak attack damage), you can make death attacks as an assassin of your class level (including the requirement for 3 rounds of study), and once per round you can declare one melee or ranged attack you make to be a sneak attack (the target can be no more than 30 feet distant if the attack is a ranged attack). The target loses any Dexterity bonus to AC, but only against that attack.

Ritual of Stealth, Greater
You gain a +16 competence bonus to Hide and Move Silently checks, you can use the Hide skill even while being observed, and you gain use of the Darkstalker feat.

Weapon and Armor Proficiency: You gain no new proficiency in weapons, armor, or shields.

Ritual tracing: You gain the ability to trace rituals, which are magical effects similar to a spells. See post #2 for details and rules for ritual tracing. You can trace a ritual at any time, any number of times per day. The duration of your ritual effects is equal to 1 round per class level, and the tracer level of your rituals is equal to your class level. The DC to resist the effect of any of your rituals is equal to your 10 + your primary casting ability modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.

You begin by knowing every general minor ritual, as well as the minor rituals on your class list, below. You can have a number of minor rituals equal to your primary casting ability modifier charged at any one time. You also learn how to trace least rituals, and you know every general least ritual, as well as the least rituals on your class list, below. At 4th level, you learn to trace lesser rituals, at 7th level you learn to trace greater rituals, learning all general and class rituals of the appropriate grade when you gain access to them.

For rituals stronger than minor, you can have a number of them charged at any time as shown on the table above, and you gain bonus charges equal to half your primary casting ability modifier, rounded down. When you reach 4th level and gain access to lesser rituals, you cannot trace a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, a 4th-level ritual mage with one least ritual and one lesser ritual charged must trace a second least ritual before tracing a second lesser ritual.

At 7th level, when you learn how to trace greater rituals, you cannot trace a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 7th-level ritual mage with one each least, lesser, and greater rituals charged could not trace another greater ritual until she had at least one more least and one more lesser ritual charged.

Spellcasting: At each level except 1st, 4th, and 7th, you gain new spells per day and spells known as if you had also gained a level in a spellcasting class you belonged to before adding this prestige class. You do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If you had more than one spellcasting class before becoming a ritual mage, you must decide to which class you add the new level for purposes of determining spells per day and spells known.

Share ritual: Your animal companion, familiar, or special mount (if applicable) gains the benefit of any ritual you discharge, as long as it is within 5 feet of you when you discharge it. The ritual's effect ends when the duration (determined by your class level) expires, as normal.

Spelltouched ritual: At 2nd level, whenever you discharge a ritual, you may sacrifice a spell slot or prepared spell. If you do so, the duration of the ritual's effect increases by a number of rounds equal to twice the spell's level (0th-level spells grant 1 additional round).

Spellfused ritual: Beginning at 5th level, your blending of rituals and spells has become more pronounced. At any time, you may sacrifice spell slots or prepared spells as a free action to automatically benefit from a ritual effect that you know, but do not have charged, as if you discharged it. You must sacrifice 2 total spell levels to benefit from a least ritual, 5 total spell levels for a lesser ritual, and 8 total spell levels for a greater ritual; these levels may be sacrificed in any combination (but you may not sacrifice 0th-level spells or spell slots for this purpose). For example, a 5th-level wizard/5th-level ritual mage could sacrifice two 1st-level prepared spells or one 2nd-level prepared spell to benefit from a least ritual he knows.

Spellbound ritual: At 10th level, you have blended your knowledge of rituals and spellcasting completely. As a free action you can discharge a number of charged rituals to regain a prepared spell or spell slot that you just cast. You must discharge a number of rituals equal to 1 + the level of the spell to be regained; the discharged rituals have no effect, and are simply lost. You must discharge at least one least ritual to regain a spell slot of 2nd level or higher, at least one lesser ritual to regain a spell slot of 4th level or higher, at least one greater ritual to regain a spell slot of 6th level or higher, and at least one advanced ritual to regain a spell slot of 8th level or higher.

Re: Ritual Magic (a homebrew subsystem)

Ritual Mage Class Ritual List

Least Rituals:

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Metamagic Ritual, Least
You can apply a metamagic feat you know to a spell as you are casting it, without adjusting the casting time or the level of the spell. You choose the metamagic feat, which must have a spell level increase of +1 or less, when you trace the ritual. This ritual ends after you have done so once, regardless of the remaining duration of the effect.

Ritual of Abjuration, Least
Whenever you cast an abjuration spell, you gain a +4 deflection bonus to AC for one round.

Ritual of Conjuration, Least
Whenever you cast a conjuration spell, you may immediately teleport up to twice your base land speed in any direction, in 5 foot increments. You may not end your movement in an occupied square.

Ritual of Divination, Least
Whenever you cast a divination spell, you gain a +10 insight bonus on your next attack roll.

Ritual of Enchantment, Least
Whenever you cast an enchantment spell, you gain a +5 insight bonus to Charisma-based skill checks for 1 round.

Ritual of Evocation, Least
Whenever you cast an evocation spell that deals energy damage, 50% of that damage is untyped arcane damage and thus not subject to energy resistance or immunity.

Ritual of Illusion, Least
Whenever you cast an illusion spell, you gain the benefit of the mirror image spell for 1 round.

Ritual of Necromancy, Least
Whenever you cast a necromancy spell, you gain 10 temporary hit points (as per the false life spell) for 1 round.

Ritual of Potency, Least
The DC of every spell you cast is increased by 1.

Ritual of Tenacity, Least
The DC to dispel each of your spells (or to counterspell with a dispel magic effect) is increased by 2.

Ritual of Transmutation, Least
Whenever you cast a transmutation spell, you gain a +4 insight bonus to the ability score of your choice for 1 round.

Lesser Rituals:

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Metamagic Ritual, Lesser
You can apply a metamagic feat you know to a spell as you are casting it, without adjusting the casting time or the level of the spell. You choose the metamagic feat, which must have a spell level increase of +3 or less, when you trace the ritual. This ritual ends after you have done so once, regardless of the remaining duration of the effect.

Ritual of Abjuration, Lesser
Whenever you cast an abjuration spell, you gain a +6 deflection bonus to AC and a +4 bonus to dispel checks (including any required by the abjuration spell you cast) for one round.

Ritual of Conjuration, Lesser
Whenever you cast a conjuration spell, you may immediately teleport up to twice your base land speed in any direction, in 5 foot increments. You may not end your movement in an occupied square. In addition, whenever you cast a conjuration (summoning) or conjuration (calling) spell, you may discharge one of your charged rituals to grant the summoned or called creatures the benefit of that ritual.

Ritual of Divination, Lesser
Whenever you cast a divination spell, you gain a +20 insight bonus on your next attack roll, and a +4 insight bonus to AC for 1 round.

Ritual of Enchantment, Lesser
Whenever you cast an enchantment spell, you gain a +10 insight bonus to Charisma-based skill checks for 1 round, and for 1 round any creature who tries to attack you must make a Will save (DC equal to the DC of the enchantment spell) to do so.

Ritual of Evocation, Lesser
Whenever you cast an evocation spell that deals energy damage, 75% of that damage is untyped arcane damage and thus not subject to energy resistance or immunity, and you deal +2 damage per die.

Ritual of Illusion, Lesser
Whenever you cast an illusion spell, you gain the benefit of the mirror image spell for 1 round, which cannot be defeated by true seeing. In addition, anyone who successfully disbelieves one of your illusions must make a Fort save (same DC as the illusion spell) or be blinded for 1 round.

Ritual of Necromancy, Lesser
Whenever you cast a necromancy spell, you gain 20 temporary hit points (as per the false life spell) for 1 round; in addition, you are continually under the effect of the death ward spell.

Ritual of Potency, Lesser
The DC of every spell you cast is increased by 2, and you get a +2 bonus on caster level checks to defeat spell resistance.

Ritual of Tenacity, Lesser
The DC to dispel each of your spells (or to counterspell with a dispel magic effect) is increased by 4, and you may cast spells of 1st level or lower inside an antimagic field or dead magic zone. This ritual can be discharged inside an antimagic field or dead magic zone.

Ritual of Transmutation, Lesser
Whenever you cast a transmutation spell, for 1 round you gain a +6 insight bonus to the ability score of your choice and are immune to critical hits.

Greater Rituals:

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Metamagic Ritual, Greater
You can apply a metamagic feat you know to a spell as you are casting it, without adjusting the casting time or the level of the spell. You choose the metamagic feat, which must have a spell level increase of +4 or less, when you trace the ritual. This ritual ends after you have done so once, regardless of the remaining duration of the effect.

Ritual of Abjuration, Greater
Whenever you cast an abjuration spell, you gain a +10 deflection bonus to AC and a +8 bonus to dispel checks (including any required by the spell you cast) for one round. In addition, for the duration of this ritual you are constantly surrounded by a magic circle effect against creatures of the opposite alignment (for example, a lawful good ritual mage would be protected by magic circle against evil and a magic circle against chaos).

Ritual of Conjuration, Greater
Whenever you cast a conjuration spell, you may immediately teleport up to three times your base land speed in any direction, in 5 foot increments (you may not end your movement in an occupied square). In addition, whenever you cast a conjuration (summoning) or conjuration (calling) spell, you may discharge one of your charged rituals to grant the summoned or called creatures the benefit of that ritual. Finally, once per round as a swift action, you may conjure positive energy at a target of your choice within 60 feet; this cures 5d6 points of damage for living targets, and inflicts 5d6 damage to undead targets. An undead target may attempt a Reflex save for half damage.

Ritual of Divination, Greater
Whenever you cast a divination spell, you gain a +30 insight bonus on your next attack roll, a +6 insight bonus to AC for 1 round, and you can choose to change your initiative count as if you had refocused.

Ritual of Enchantment, Greater
Whenever you cast an enchantment spell, you gain a +15 insight bonus to Charisma-based skill checks for 1 round, and for 2 rounds any creature who tries to attack you must make a Will save (DC equal to the DC of the enchantment spell) to do so. In addition, when you cast a mind-affecting spell, you may make a Spellcraft check (DC 25 + spell level) to remove the mind-affecting descriptor (making it possible to affect creatures immune to mind-affecting effects). If you fail the check, the spell works as normal.

Ritual of Evocation, Greater
Whenever you cast an evocation spell that deals energy damage, 100% of that damage is untyped arcane damage and thus not subject to energy resistance or immunity, and you deal +4 damage per die. In addition, you are continuously protected by bigby's interposing hand, with a caster level equal to your CL for evocation spells.

Ritual of Illusion, Greater
Whenever you cast an illusion spell, you gain the benefit of the mirror image spell for 1 round, which cannot be defeated by true seeing. In addition, anyone who successfully disbelieves one of your illusions must make a Fort save (same DC as the illusion spell) or be blinded for 1d4 rounds, and the quasiireality of any shadow conjuration or evocation spell increases by 10% (this ritual cannot increase the reality of such spells above 100%).

Ritual of Necromancy, Greater
Whenever you cast a necromancy spell, you gain 30 temporary hit points (as per the false life spell) for 1 round; in addition, you continually gain the benefit of the death ward spell, and you may cause any target who fails a save against a necromancy spell you cast to gain 1d4 negative levels (no save), as per the Fell Draining metamagic feat.

Ritual of Potency, Greater
The DC of every spell you cast is increased by 4, you get a +4 bonus on caster level checks to defeat spell resistance, and whenever a creature fails a save against one of your spells, they are shaken for a number of rounds equal to your caster level.

Ritual of Tenacity, Greater
The DC to dispel each of your spells (or to counterspell with a dispel magic effect) is increased by 8, you may cast spells of 3rd level or lower inside an antimagic field or dead magic zone, and whenever anyone employs a divination spell, spell-like ability, or magic item that could detect the magical aura of one of your spells, they must make a successful level check (DC 11 + your caster level) to succeed. Similarly, anyone attempting to reveal the effects of one of your spells via a divination spell must make a caster level check to succeed. They may check only once for each divination spell used, no matter how many of your spell effects are operating in that area. This ritual may be discharged inside an antimagic field or dead magic zone.

Ritual of Transmutation, Greater
Whenever you cast a transmutation spell, for 1 round you gain a +8 insight bonus to the ability score of your choice and are immune to critical hits. In addition, when you discharge this ritual you can animate a single object up to Huge size within 30 feet, as per the animate object spell. The object remains animated for the duration of this ritual effect.

Weapon and Armor Proficiency: You gain no new proficiency in weapons, armor, or shields.

Ritual tracing: At 2nd and 4th level, you gain an increase in tracer level, number of simultaneous charged rituals, and rituals known as if you gained a level in a ritual tracing class you had levels in before entering this prestige class. You do not, however, gain any other benefit a character of that class would have gained, such as access to new ritual strengths or other class features. If you have levels in more than one ritual-tracing class, you must choose which class to apply these levels to for the increases described above. You also add the rituals on the Ritual Prophet class list below to your class list; you learn these rituals as you normally do. If you gained the ability to trace a lesser ritual from a feat instead of a ritual tracing class, you gain no benefit from this class feature except for the ability to learn Ritual Prophet class rituals from feats.

Ritual of prophecy: You gain the ability to trace a special ritual, which grants you insight into your own near future. Once per day, you can trace the ritual of prophecy to gain an insight bonus equal to twice your class level, which you can divide up however you like between saves, skill checks, ability checks, armor class, initiative checks, attack rolls, or damage rolls; the effect lasts for 24 hours. You choose how to divide the bonus when you trace the ritual. The ritual of prophecy counts as a greater ritual in terms of tracing time and ritual strength.

At 5th level, the bonus from the ritual of prophecy increases to four times your class level; however, you cannot assign a bonus greater than twice your class level to any single feature. The advanced ritual of prophecy counts as an advanced ritual in terms of tracing time and ritual strength.

Blood speaks: Beginning at 2nd level, once per day you can trace a special ritual to gain knowledge of the unknown. This greater ritual requires enough blood to deal 3d8 points of damage to you; however, you gain the benefit of a commune spell without paying the XP cost. Your caster level for the spell is equal to your tracer level for the ritual. As normal, the damage caused by this ritual is voluntary and cannot be reduced or prevented in any way or the ritual fails and the daily use is wasted.

Ritual of visions: At 3rd level, you gain the ability to trace a special ritual once per day that increases your awareness of the universe at the expense of your awareness of your immediate surroundings. When you trace the ritual of visions, you can use greater scrying as a spell-like ability at will; in addition, when scrying you are gain the benefit of the detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues spells. However, fleeting images and phantom sounds of faraway people and places dance at the edge of your senses, applying a -6 penalty to Spot and Listen checks and a -4 penalty to initiative checks. The effect of this ritual lasts for 24 hours; it counts as an advanced ritual for tracing time and strength purposes.

Blood knows: When you reach 4th level, once per day you can trace a special ritual to gain even greater knowledge of the unknown. This advanced ritual requires enough blood to deal 5d8 points of damage to you; however, you gain the benefit of the vision spell without paying the XP cost or requiring material components, and instead of making a caster level check, you make a Knowledge (arcana) check against the same DC. Your caster level for the spell is equal to your tracer level for the ritual. As normal, the damage caused by this ritual is voluntary and cannot be reduced or prevented in any way or the ritual fails and the daily use is wasted.

Ritual of sight: At 5th level, you gain the ability to trace a special ritual once per day that reveals to you the true nature of your environment. When you trace the ritual of sight, you continually benefit from the effects of both true seeing and greater arcane sight. The effect of this ritual lasts for 24 hours; it counts as an advanced ritual for tracing time and strength purposes. You cannot have both the ritual of sight and the ritual of visions active at the same time -- tracing one ends the effect of the other.

Re: Ritual Magic (a homebrew subsystem)

Ritual of Intuition, Minor
Once per round, you can choose to gain a +1 insight bonus to a single d20 roll as an immediate action.

Least Rituals:

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Prophet's Spell Ritual, Least
This ritual duplicates the effect of one divination spell of 2nd level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Prophet's Spell Ritual, Least

Ritual of Intuition, Least
Once per round, you can choose to gain a +3 insight bonus to a single d20 roll as an immediate action.

Lesser Rituals:

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Prophet's Spell Ritual, Lesser
This ritual duplicates the effect of one divination spell of 4th level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Prophet's Spell Ritual, Lesser

Ritual of Intuition, LesserOnce per round, you can choose to gain a +3 insight bonus to a single d20 roll as an immediate action. You may also choose to reroll the modified roll once (after you have seen the roll, but before you know the result); if you do so, you must use the second roll, even if it is worse.

Greater Rituals:

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Prophet's Spell Ritual, Greater
This ritual duplicates the effect of one divination spell of 6th level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Prophet's Spell Ritual, Greater

Ritual of Intuition, Greater
Once per round, you can choose to gain a +5 insight bonus to a single d20 roll as an immediate action. You may also choose to roll the modified roll twice, choosing the better of two results.

Advanced Rituals:

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Prophet's Spell Ritual, Advanced
This ritual duplicates the effect of one divination spell of 8th level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Prophet's Spell Ritual, Advanced

Ritual of Intuition, Advanced
Once per round, you can choose to gain a +5 insight bonus to a single d20 roll as an immediate action, and treat the die roll as a natural 20.

Weapon and Armor Proficiency: You gain proficiency in a single exotic weapon of your choice, as well as light and medium armor and shields (including tower shields).

Ritual casting: You gain the ability to trace rituals, which are magical effects similar to a spells. See post #2 for details and rules for ritual tracing. You can trace a ritual at any time, any number of times per day. The duration of your ritual effects is equal to 1 round per class level, and the tracer level of your rituals is equal to your class level. The DC to resist the effect of any of your rituals is equal to your 10 + your Wisdom modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.

You begin by knowing every general minor ritual, as well as the minor rituals on your class list, below. You can have a number of minor rituals equal to your Wisdom modifier charged at any one time. You also learn how to trace least rituals, and you know every general least ritual, as well as the least rituals on your class list, below. At 4th level, you learn to trace lesser rituals, at 7th level you learn to trace greater rituals, learning all general and class rituals of the appropriate grade when you gain access to them.

For rituals stronger than minor, you can have a number of them charged at any time as shown on the table above, and you gain bonus charges equal to half your Intelligence modifier, rounded down. When you reach 4th level and gain access to lesser rituals, you cannot trace a lesser ritual unless you have at least one more least ritual than lesser rituals already charged. For example, a 4th-level ritual warrior with one least ritual and one lesser ritual charged must trace a second least ritual before tracing a second lesser ritual.

At 7th level, when you learn how to trace greater rituals, you cannot trace a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged. For example, a 7th-level ritual warrior with one each least, lesser, and greater rituals charged could not trace another greater ritual until she had at least one more least and one more lesser ritual charged.

Ritual vitality: Starting at 2nd level, you gain 5 bonus hit points for each ritual you have charged at any time. These are not temporary hit points and are not lost first; whenever you discharge a ritual, your maximum and current hit point total decreases. At 8th level, you instead gain 10 bonus hit points for each ritual you have charged at any time.

Bonus feat: At 3rd, 6th, and 9th level, you gain a bonus feat for which you meet the prerequisites. You can choose any ritual feat or fighter bonus feat. In addition, you count as a fighter of your class level (plus any fighter levels you have) for the purposes of qualifying for feats.

Enduring ritual: At 5th level, whenever you discharge a ritual, the effects last for 2 rounds per class level.

Ritual bond: When you reach 10th level, your mastery of ritual tracing is complete. Choose one least ritual which is not a spell ritual; you are constantly under the effect of that ritual. If your bonded ritual ends for any reason (such as being dispelled, or ending due to the wording of the ritual), it resumes its normal effect after 1d4 minutes.

Re: Ritual Magic (a homebrew subsystem)

Ritual of Cognition, Least
You gain a +4 competence bonus to Intelligence- and Wisdom-based skill checks.

Ritual of Fortification, Least
You have a 25% chance to negate critical hits or precision damage.

Ritual of Mastery, Least
You make one attack per round which would normally be at a -5 base attack bonus penalty at your full base attack bonus (for example, if your base attack bonus is +6/+1, you would make your attacks at +6/+6).

Ritual of Savagery, Least
You can take actions normally while disabled or dying at no penalty.

Warrior's Spell Ritual, Least
This ritual duplicates the effect of one abjuration, evocation, or transmutation spell of 1st level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Warrior's Spell Ritual, Least

Lesser Rituals:

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Ritual of Cognition, Lesser
You gain a +6 competence bonus to Intelligence- and Wisdom-based skill checks, and 4 bonus skill ranks to the skill of your choice.

Ritual of Fortification, Lesser
You have a 50% chance to negate critical hits or precision damage, and you gain a +3 bonus to your natural armor.

Ritual of Mastery, Lesser
You make two attacks per round, which would normally have at least a -5 base attack bonus penalty, at your full base attack bonus (for example, if your base attack bonus is +16/+11/+6/+1, you could make your attacks at +16/+16/+16/+1 or +16/+11/+16/+16). In addition, you gain one extra attack with a full attack action, at your highest base attack bonus.

Ritual of Savagery, Lesser
You can take actions normally while disabled or dying at no penalty, and you can make a full attack at the end of a charge.

Spirits Cast in Iron, Lesser
Your armor and shield bonuses to your Armor Class also apply against incorporeal touch attacks. Attacks you make are treated as though they were made with Ghost Touch weapons for the purpose of affecting incorporeal creatures. You can discharge this ritual's effects, ending them before the ritual's normal duration is over, as an immediate action to become incorporeal until the beginning of your next turn.

Warrior's Spell Ritual, Lesser
This ritual duplicates the effect of one abjuration, evocation, or transmutation spell of 3rd level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Warrior's Spell Ritual, Lesser

Greater Rituals:

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Call of the Undying Warrior, Greater
If you would die, you instead die one round later. You are immune to all negative effects (including damage) of new effects during this time. 1d4 rounds after you die, you are resurrected as per the resurrection spell.

Ritual of Cognition, Greater
You gain a +8 competence bonus to Intelligence- and Wisdom-based skill checks, 6 bonus skill ranks to the skill of your choice, and a +4 competence bonus to Will saves.

Ritual of Fortification, Greater
You have a 75% chance to negate critical hits or precision damage, you gain a +6 bonus to your natural armor, and you are immune to energy drain and negative levels.

Ritual of Mastery, Greater
You make all attacks at your full base attack bonus, you gain two extra attacks with a full attack action at your highest base attack bonus, and you can resolve one attack per round as a touch attack instead of a normal attack.

Ritual of Savagery, Greater
You can take actions normally while disabled or dying at no penalty, and you can make a full attack at the end of a charge. In addition, you do not automatically die from reaching -10 hit points; instead, each round that you remain below -10 hit points, you remain alive with a Fortitude save (DC equal to the absolute value of your hit point total).

Warrior's Spell Ritual, Greater
This ritual duplicates the effect of one abjuration, evocation, or transmutation spell of 5th level or lower, from any spell list. The spell to be duplicated must have a casting time no greater than one standard action, a duration longer than instantaneous, and must be of personal or fixed range. The caster level of the spell is equal to your tracer level for the ritual, and the duration is determined by the duration of the ritual or the duration of the spell (for the given caster level), whichever is less. You choose the spell to be duplicated when you trace the ritual. Discharging this ritual requires a full-round action. Valid uses for Warrior's Spell Ritual, Greater

Weapon and Armor Proficiency: You gain no new proficiency in weapons, armor, or shields.

Ritual tracing: At every level except 4th and 8th, you gain an increase in tracer level, number of simultaneous charged rituals, and rituals known as if you gained a level in a ritual tracing class you had levels in before entering this prestige class. You do not, however, gain any other benefit a character of that class would have gained, such as access to new ritual strengths or other class features. If you have levels in more than one ritual-tracing class, you must choose which class to apply these levels to for the increases described above. At 3rd level, you gain access to least rituals, and at 9th level you gain access to lesser rituals, if you did not have it already; this access functions exactly as if you had gained the ability from your original ritual tracing class, including which class rituals you know.

Meldshaping: At every level except 3rd and 7th, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the soulfire adept level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a soulfire adept, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and number of soulmelds and chakra binds available.

Soulfire (Su): Whenever you have your incarnate weapon shaped, it does an extra 2d8 bloodfire damage for each essentia invested in that soulmeld. When you reach 3rd level, you gain the ability to bind incarnate weapon to your hands chakra; if you do, the amount of extra bloodfire damage increases to 3d8 per point of essentia invested in the soulmeld.

Chakra binds: At 2nd level, you can bind soulmelds to your hands and feet chakras. At 8th level, you gain the ability to bind soulmelds to your arms, brow, and shoulder chakras.

Ritual essentia: Beginning at 4th level, you gain 1 bonus essentia for every bloodfused ritual you have at any given time. At 7th level, the amount of bonus essentia granted by this ability increases to 2 points per bloodfused ritual. Bloodfused chakras do not count for this ability.

Soulfire essence (Su): At 5th level, whenever you have the incarnate avatar shaped, you gain damage reduction 3/-- for each point of essentia you invest in that soulmeld. At 9th level, you gain the ability to bind the incarnate avatar to your shoulders chakra; if you do, you also gain resistance against acid, cold, electricity, fire, and sonic damage equal to 5 times the number of essentia invested in the soulmeld.

Bloodfused chakra: Beginning at 6th level, whenever you perform the ceremony to gain a bloodfused ritual, you may forgo the normal effect of the ritual to increase the essentia capacity of soulmelds occupying one of your chakras. You choose the chakra when you perform the ceremony, and the chakras you may choose depend on the strength of the bloodfused ritual. The essentia capacity of the chosen chakra increases by 1 for soulmelds occupying the chakra, and 2 for soulmelds bound to the chakra. At 6th level, you may replace a minor bloodfused ritual to augment your crown, feet, or hands chakra, and at 10th level you may replace a lesser bloodfused ritual to augment your arms, shoulders, or brow chakra. You may only have one bloodfused chakra at any time.

Bloodfire (Su): Anything that damages a hemopyrrhic dwarf via a melee attack from a natural or non-reach weapon takes 1d4 damage. This is pure arcane energy and is not subject to damage reduction, or energy resistance or immunity; however, any creature damaged by the bloodfire can make a Fortitude save (DC 10 + 1/2 HD + Con modifier) for half damage. A hemopyrrhic dwarf who takes levels in Bloodfire Seeker instead counts as two levels higher for the purpose of determining bloodfire damage and save DC.

The origins of Hemopyrrhic Dwarves are unknown. Some Dwarven legends say that they are born of Dwarves who tunneled too deep and were burned alive by magma, yet survived. Others say they are the result of a union between a Dwarf and a Fire Elemental. One more famous creation myth says that the Hemopyrrhic Dwarves were created when Moradin smelted the bodies of the first Dwarves out of the pure magma of the elemental planes. The demon lord Jubilex, lord of ooze and slime, was angered that Moradin would force shape on this wondrous, burning, oozing substance. To spite Moradin, Jubilex tainted the molten earth in one of Moradin's forges with its own ichor. Thereafter, the Dwarves borne of that forge would forever feel the spite of Jubilex burn in their veins for as long as they would live in solid form.

Rite-born

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Rite-born have normal human parents; however, from birth their bodies are charged with ritual magic.

+2 Int, -2 Wis. Rite-born are very intelligent, but are extremely focused and not as aware of their surroundings as normal humans.

Medium humanoid (human)

Base speed 30 feet

Charged Blood (Ex): As long as a rite-born has at least one ritual charged, they gain damage reduction 1/--. This damage reduction does not stack with other sources of damage reduction.

Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).

Favored Class: Ritualist

Witchkin

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Witchkin are the children of Witchbloods who have not fully turned. They have dusky skin, dark eyes, and fine, lustrous hair.

+2 Dex, +2 Cha, -2 Con, -2 Wis

Medium humanoid (human)

Base speed 30 feet

Low-light vision: A witchkin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

+2 racial bonus to Bluff and Intimidate checks

Dark whispers (Su): 1/day, a witchkin can whisper subversive messages to a target within 30 feet whose HD are no greater than theirs. This functions as the command spell, except that it is not subject to spell resistance; the save DC is 11 + the witchkin's Cha modifier.

Trace Minor RitualPrerequisites: Knowledge (Arcana) 3 ranks or Knowledge (Religion) 3 ranks, Spellcraft 3 ranks.Benefit: You learn one general minor ritual, which you can trace once per day. Your tracer level for that ritual and the duration of the effect are both equal to one-half your character level, rounded down.Special: You can take this feat multiple times. Each time you can choose a different minor ritual to trace once per day, or the same minor ritual and gain an additional tracing per day.

Trace Least RitualPrerequisites: Trace Minor Ritual, Knowledge (Arcana) 6 ranks or Knowledge (Religion) 6 ranks, Spellcraft 6 ranks, character level 9th.Benefit: You learn one general least ritual, which you can trace once per day. Your tracer level for that ritual and the duration of the effect are both equal to one-half your character level, rounded down. You cannot trace a least ritual unless you have at least one more minor ritual than least ritual already charged.Special: You can take this feat multiple times. Each time you can choose a different least ritual to trace once per day, or the same least ritual and gain an additional tracing per day.

Trace Lesser RitualPrerequisites: Trace Minor Ritual, Trace Least Ritual, Knowledge (Arcana) 9 ranks or Knowledge (Religion) 9 ranks, Spellcraft 9 ranks, character level 15th.Benefit: You learn one general lesser ritual, which you can trace once per day. Your tracer level for that ritual and the duration of the effect are both equal to one-half your character level, rounded down. You cannot trace a least ritual unless you have at least one more minor ritual and one more least ritual than lesser rituals already charged.Special: You can take this feat multiple times. Each time you can choose a different lesser ritual to trace once per day, or the same lesser ritual and gain an additional tracing per day.

Ritual Feats

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Blood BondPrerequisites: Bloodstained Ritual.Benefit: When tracing a ritual, you can bind the ritual to both yourself and one willing ally who agrees to take the same damage as you would normally have to take to trace the ritual. When you discharge the ritual, it has half its normal duration, but affects both you and the bonded ally.

Blood CeremonyPrerequisites: Bloodstained Ritual, Blood Bond, Knowledge (Religion) 9 ranks.Benefit: When tracing a ritual, you can perform a ceremony which binds the ritual to you and all allies who participate. Each participant willingly takes the same damage you would normally have taken to trace the ritual, plus an additional 1d6 damage for each participant in the ceremony. When you discharge the ritual, it affects all participants in the ceremony; divide the normal duration by the number of participants (rounding down, minimum 1 round) to find the new duration of the ritual effect.

Blood CursePrerequisites: Bloodstained Ritual, nongood alignment.Benefit: When you trace a ritual using a helpless creature to take the damage instead of you, you can turn the ritual into a blood curse. When you discharge a blood curse, instead of affecting you, it affects other nearby creatures, giving them penalties equal to the bonuses it would have granted you or dealing damage equal to the amount of damage it would have healed you. A blood curse affects only creatures of the same race as the helpless creature, only affects creatures within 5 feet per HD of that creature, and has no effects other than numerical penalties and damage.

Bloodstained RitualPrerequisites: Knowledge (Religion) 6 ranks, ability to trace a ritual.Benefit: When tracing a ritual, you can use the blood of others instead of your own. You can choose for any willing or helpless creature to take all of the damage and/or ability damage involved in tracing a ritual instead of you. This applies to both the normal cost of a ritual, and any additional costs (such as from using a Blood Athame or the Blood Magic ACF). This feat has no effect if the creature cannot take the damage (such as due to immunity or being dead).

Extra ChargePrerequisites: Ability to trace two minor or stronger rituals at least once per day, or ability to trace one minor or stronger ritual at least twice per day.Benefit: The number of rituals you can have charged at a given time increases by one.Special: You can take this feat multiple times; its effects stack.

Ritual AlacrityPrerequisites: Ritual Infusion.Benefit: As long as you have at least one ritual charged, you gain an insight bonus on your Reflex saves and initiative checks equal to half the number of rituals you have charged.

Ritual FuryPrerequisites: Ritual Infusion.Benefit: As long as you have at least one ritual charged, you gain an insight bonus on your melee damage rolls equal to the number of rituals you have charged, but you suffer a penalty to your Armor Class equal to one third that amount (rounded down).

Ritual InfusionPrerequisites: Ability to trace a ritual.Benefit: Whenever you trace a ritual, you may choose either of the following effects:
You gain a +1 insight bonus to checks for any one skill; this lasts until you discharge the ritual.
You gain 2 temporary hit points, which last until used up or you discharge the ritual.

Ritual PowerPrerequisites: Ritual Infusion.Benefit: As long as you have at least one ritual charged, you gain an insight bonus on your Fortitude saves and Strength checks equal to half the number of rituals you have charged.

Ritual ShorthandPrerequisites: Ability to trace a ritual, Spellcraft 8 ranks.Benefit: When tracing a ritual, you may attempt a Spellcraft check to reduce the tracing time by half. The DC depends on the strength of the ritual: 20 for minor rituals, 25 for least rituals, 30 for lesser rituals, 35 for greater rituals, and 40 for advanced rituals. If you fail the Spellcraft check, the tracing time for the ritual is doubled, instead.

Ritual StoicismPrerequisites: Ritual Infusion.Benefit: As long as you have at least one ritual charged, you gain an insight bonus on your Will saves equal to half the number of rituals you have charged, and spell resistance equal to 5 + the number of rituals you have charged.

Sacrificial AnimationPrerequisites: Knowledge (Religion) 12 ranks, Bloodstained Ritual, Blood Curse, Sacrificial Ritual, nongood alignment, ability to trace a least ritual.Benefit: When you sacrifice a creature with Sacrificial Ritual, you can animate it as a skeleton or a zombie, as per the animate dead spell, as long as its total HD after reanimation is less than or equal to your tracer level for the ritual you trace. You can control the creature until you discharge the ritual, at which point the creature is destroyed.

Sacrificial RitualPrerequisites: Knowledge (Religion) 9 ranks, Bloodstained Ritual, Blood Curse, nongood alignment, ability to trace a least ritual.Benefit: You can sacrifice a helpless creature that you use to trace one of your rituals. Treat this as a coup de grace. If the creature survives, the attempt to trace the ritual fails. If the creature dies, the power of the ritual is increased. Choose one of the following effects to add to the ritual's normal effects. Bonuses of the same type do not stack.You gain temporary hit points equal to twice the sacrificed creature's HD.You gain an enhancement bonus to one of your ability scores (chosen when the creature is sacrificed) equal to half the sacrificed creature's HD.You gain a frightful presence that affects opponents within 5 feet per HD of the sacrificed creature. The save DC of the frightful presence is equal to ritual's save DC.You gain spell resistance equal to 10 + the sacrificed creature's HD.You can reroll one die each round as an immediate action. This effect (but not the ritual as a whole) ends when the result of a reroll is greater than the HD of the sacrificed creature.

Craft Ritual Incense [Item Creation]Prerequisites: Ability to trace a ritual from a class ritual list.Benefit: You can craft ritual incenses.

Craft Ritual Item [Item Creation]Prerequisites: Ability to trace a lesser ritual from a class ritual list.Benefit: You can craft magic items using ritual magic. This allows you to make magic weapons and armor (similar to the Craft Magic Arms and Armor feat) as well as more specialized magic items.

Metaritual Feats

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Chaotic Ritual [Metaritual]Prerequisites: Ability to trace a ritual, nonlawful alignment.Benefit: When tracing a ritual, you can choose to merge multiple rituals within it. A chaotic ritual requires an extra charge slot, and takes one extra minute to trace. However, when you trace it, you may also choose up to 4 other rituals of the same strength or lower. You are considered to be tracing all of them, combined into a single chaotic ritual. After each round, the chaotic ritual has a 50% chance to change its effects to those of any other ritual traced as part of it (determined randomly). This continues for each round of the ritual's duration, and the same effect may be selected multiple times (and it may even return to the ritual's original effect). A chaotic ritual can only be or contain rituals that affect only you or that are emanations centered on you.

Empower Ritual [Metaritual]Prerequisites: Ability to trace a ritual.Benefit: When tracing a ritual, you can choose to empower it. An empowered ritual requires an extra charge slot, and take one extra minute to trace; however, any random numeric effects are multiplied by 1.5, as per the Empower Spell metamagic feat.

Heighten Ritual [Metaritual]Prerequisites: Ability to trace a ritual.Benefit: When tracing a ritual, you can choose to heighten it. A heightened ritual requires at least one extra charge slot and takes at least one extra minute to trace; for each extra charge slot it takes up and extra minute of tracing time, any save DCs for that ritual are increased by 2.

Maximize Ritual [Metaritual]Prerequisites: Ability to trace a ritual.Benefit: When tracing a ritual, you can choose to maximize it. A maximized ritual requires an extra charge slot, and takes two extra minutes to trace; however, any random numeric effects take their maximum value, as per the Maxmize Spell metamagic feat.

Quicken Ritual [Metaritual]Prerequisites: Ability to trace a ritual.Benefit: When tracing a ritual, you can choose to quicken it. A quickened ritual requires three extra charge slots; however, tracing the ritual takes only a full-round action. This feat does not stack with other effects that reduce a ritual's tracing time.

Stalwart Ritual [Metaritual]Prerequisites: Ability to trace a ritual, nonchaotic alignment.Benefit: When tracing a ritual, you can choose to make it a stalwart ritual. A stalwart ritual requires an extra charge slot, and takes one extra minute to trace; however, it cannot be dispelled, and has a 50% chance of functioning within an antimagic field or dead-magic zone.

Widen Ritual [Metaritual]Prerequisites: Ability to trace a ritual.Benefit: When tracing a ritual, you can choose to widen it. A widened ritual requires an extra charge slot, and takes one extra minute to trace; however, the range on any area effects included in the ritual are doubled, as per the Widen Spell metamagic feat.